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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 >
  #511  
Old 02-21-2013, 01:20 PM
Flitchard Flitchard is offline
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Join Date: Nov 2012
Posts: 80
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Good luck with the chess puzzle, it's pretty sneaky!
  #512  
Old 02-21-2013, 11:07 PM
Healy Healy is offline
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Join Date: Jun 2007
Location: USA
Posts: 5,656
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Ugh, it's gonna turn out to be some strained parody on baseball, isn't it.

Last edited by Healy; 02-21-2013 at 11:07 PM. Reason: See, the joke is that there was a puzzle like that in Zork 2.
  #513  
Old 02-22-2013, 11:25 AM
Kahran042 Kahran042 is offline
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Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
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The relative I was alluding to was Anton, who was briefly mentioned in the Meldrew family history's profile on his wife Helene, reprinted here:

Quote:
Originally Posted by Kahran042 View Post
>look up helene in history
Helene Meldrew (1902-) is a noted painter and sculptress. Her relations with the family were broken off in the 20s when she married Anton and ran off to Paris to study art, but she has recently returned to the House, in search (as she puts it) of "the perfect blue, the blue of the sky, the blue of water". We wish her well.
So, although he's not a Meldrew by birth or marriage, let's look him up anyway.

>consult history about anton
Anton Smyslov shouldn't really be in the book, even if he did marry Helene, but there is a brief passage, since he was so famous - he was a chess grandmaster, and won the Paris Open five years running in the 1930s. His speciality was bold sacrificial attacks, but he was also notorious for eating blueberry yoghurt at the board.


Seriously, even the game acknowledges that he probably shouldn't be in the book. Anyway, how might this be useful?
  #514  
Old 02-22-2013, 11:28 AM
Kahran042 Kahran042 is offline
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Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
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Also, as promised, here's how to get your stuff back.

>e

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.

>e

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 nude bathers.

>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.

>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.

>u

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. Much traffic plies across the bay, and trade seems to be picking up again now that the Kraken has gone.

In the centre of the pinnacle is a marvellous device of polished bronze mirrors, its open end pointed out across the bay. The Mediterranean sparkles in the hot afternoon sun.

You can see some old gardeners' gloves, an electric torch (which is closed), a canvas rucksack (in which are a croquet mallet, a spade, the High Rod of Death, a steel wrench, the Pan pipes, a mystic scroll, a strongbox (which is empty), 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 glowing golden orb, a papyrus fragment, a Tarot box (which is empty), an antique jewellery box (which is empty), a cracked medicine bottle (which is empty), a silk handkerchief, 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) and the Rods of Ice, Returning, Fire, Stalking, Sacrifice, Infinity, Husbandry, Luck and Bronze), a purple sash, a grey cloak, a bird whistle and a gold watch on a chain here.
>get all
old gardeners' gloves: Taken.
electric torch: Taken.
canvas rucksack: Taken.
purple sash: Taken.
grey cloak: Taken.
bird whistle: (putting the old gardeners' gloves into the canvas rucksack to make room)
Taken.
gold watch on a chain: (putting the purple sash into the canvas rucksack to make room)
Taken.
mirrored device: That's hardly portable.


And that's all for now. Where to from here?
  #515  
Old 02-22-2013, 11:45 AM
Mogri Mogri is online now
used Detect!
 
Join Date: Sep 2011
Location: Austin, TX
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Clearly, we must acquire blueberry yogurt.
  #516  
Old 02-22-2013, 01:02 PM
Gerad Gerad is offline
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Join Date: Feb 2010
Location: Michigan
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Quote:
Originally Posted by Mogri View Post
Clearly, we must acquire blueberry yogurt.
You mean yoghurt.

I don't recall the chess puzzle; maybe we need to make sacrificial attacks?
  #517  
Old 02-22-2013, 01:12 PM
Mogri Mogri is online now
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Just do whatever it was Ron did in Chamber of Secrets.
  #518  
Old 02-25-2013, 01:52 PM
Kahran042 Kahran042 is offline
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Join Date: Feb 2011
Location: Southeastern New Hampshire
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Quote:
Originally Posted by Mogri View Post
Just do whatever it was Ron did in Chamber of Secrets.
Well, the chess puzzle was in Sorcerer's Stone, but I see what you're getting at there - sacrifice, which was also a forte of Anton's. And we conveniently happen to have just the rod for that!

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

>clean it
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.


You've seen this before, so let's just show off the solution.

>get rod of sacrifice
Taken.

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

>strike it
The sphere rings with a hollow noise, but the rod charges up.

>point it at black
The White pieces advance: first a bishop, then a knight is sacrificed, clearing away the wall of pawns which surround the Black king so that a dazzling checkmate can be executed!

You fade out of the orb as oddly as you came, struck by the way it now almost pulsates in your palm.

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. Much traffic plies across the bay, and trade seems to be picking up again now that the Kraken has gone.

In the centre of the pinnacle is a marvellous device of polished bronze mirrors, its open end pointed out across the bay. The Mediterranean sparkles in the hot afternoon sun.

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


And, with that, we've solved the chess puzzle. That last message implied that something has happened to the orb...but what?

>examine orb
A treasure in every sense, the orb pulsates with golden radiance.


And, with that, I end this update. Where to from here?

Puzzles:
Figuring out what to do with the orb.
Figuring out what the long wrought iron key unlocks.

Unexplored paths:
None.

Inventory:
a glowing golden orb
the Rod of Sacrifice
a gold watch on a chain
a bird whistle
a canvas rucksack (which is open, actually a bag of holding)
  • a grey cloak (has multicolored lining)
  • a purple sash
  • some old gardeners' gloves
  • a croquet mallet
  • 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 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 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, Infinity, Husbandry (charged), Luck, and Bronze
an electric torch (providing light and closed)
a daisy chain (around your neck, made from yellow daisies and causes certain objects to turn into featureless mahogany rods when waved)

Score:
You are passing among the strange, unearthly world of the Tarot box. You have so far scored 482 out of a possible 550, in 1719 turns, giving you the rank of journeyman 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

Last edited by Kahran042; 03-12-2013 at 02:32 AM.
  #519  
Old 02-26-2013, 02:26 PM
Healy Healy is offline
Wink!
 
Join Date: Jun 2007
Location: USA
Posts: 5,656
Default

Checking the inventory, it seems we have two other golden items, the gold key that unlocks the jewelry case and the gold watch. Perhaps we could hock them off to somebody somewhere in exchange for something?
  #520  
Old 02-28-2013, 01:48 PM
Tablesaw Tablesaw is offline
It's the saw of the table
 
Join Date: Jan 2010
Location: LACAUSA
Posts: 45
Default

Woo, finally caught up with the present of this LP. This is so much better than struggling to get through it on my own.

Can we use the rod to make Old Evans lucky enough to give up his mascot?

Also, I like asking the demon about bizarre puzzles, so maybe he has something enlightening to say about the gold orb.
  #521  
Old 03-02-2013, 12:39 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Quote:
Originally Posted by Tablesaw View Post
Woo, finally caught up with the present of this LP. This is so much better than struggling to get through it on my own.

Can we use the rod to make Old Evans lucky enough to give up his mascot?
Maybe. Let's give it a try.

>get rod of returning
(putting the grey cloak into the canvas rucksack to make room)
Taken.

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

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

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

You can see some wrapping paper with reindeer on here.

>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.)

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

Beside the Drive

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

ne

Public Footpath

>n

Stone Cross

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

>get rod of luck
(putting the bird whistle into the canvas rucksack to make room)
Taken.

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


Unmei kaihen!

>point it at evans
Nothing obvious happens.


Quite underwhelming. Oh, well.

Quote:
Originally Posted by Tablesaw View Post
Also, I like asking the demon about bizarre puzzles, so maybe he has something enlightening to say about the gold orb.
Since this is probably the first reference to asking the demon for help, let's do it.

>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.

>e

Beside the Wall

A shrub is being nursed in a wide round tub in the centre of the path, sheltered behind the wall.

The timber lid stands open beside the shrub, revealing the old barrel-hatch.

>d

Wine Cellars

>w

Cellars

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

>w

Cellar West

In the northwest wall is a heavy, imposing ironbound door.

>d

Hellish Place

"Thought what you wanted to ask yet?" says the demon.

>ask demon about orb
"That's not something I am empowered to answer," says the demon with a nervous glance behind him. "Try something else."

Thunder and lightning can be heard from the fiery depths.


Oh, well. Where to from here?


Puzzles:
Figuring out what to do with the orb.
Figuring out what the long wrought iron key unlocks.

Unexplored paths:
None.

Inventory:
a glowing golden orb
a canvas rucksack (which is open, actually a bag of holding)
  • a gold watch on a chain
  • a bird whistle
  • a grey cloak (has multicolored lining)
  • a purple sash
  • some old gardeners' gloves
  • a croquet mallet
  • 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 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 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, Fire, Stalking, Infinity, Husbandry (charged), Luck, and Bronze
an electric torch (providing light and closed)
a daisy chain (around your neck, made from yellow daisies and causes certain objects to turn into featureless mahogany rods when waved)
the Rods of Luck, Returning and Sacrifice

Score:
This is the afternoon of June 3rd, 1993, and you are in Meldrew Hall. You have so far scored 482 out of a possible 550, in 1743 turns, giving you the rank of journeyman 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; you are here)
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

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
  #522  
Old 03-02-2013, 12:46 PM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
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Ask the demon about Old Evans and/or his mascot?

About the long wrought iron key?
  #523  
Old 03-04-2013, 09:00 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
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Quote:
Originally Posted by Gerad View Post
Ask the demon about Old Evans and/or his mascot?

About the long wrought iron key?
All sound like good topics.

>d

Hellish Place

"Thought what you wanted to ask yet?" says the demon.

You can almost, but not quite, make out the noise of shouting.

>ask demon about evans
"That's a question you'd better put to my colleague in the Other Place," says the demon smoothly. "Try something else."


Well, maybe the mascot?

>undo
Hellish Place
[Previous turn undone.]

>ask demon about mascot
"That's a question you'd better put to my colleague in the Other Place," says the demon smoothly. "Try something else."


Guess not. But maybe he knows something about the key?

>undo
Hellish Place
[Previous turn undone.]

>ask demon about wrought iron key
"That's not something I am empowered to answer," says the demon with a nervous glance behind him. "Try something else."


Well, darn. Not much of a hint system...but maybe there's a way to reach the Other Place? Maybe we'll find out next time. Until then!
  #524  
Old 03-05-2013, 01:02 AM
Mogri Mogri is online now
used Detect!
 
Join Date: Sep 2011
Location: Austin, TX
Pronouns: he
Posts: 18,234
Default

Ask him about the other place.
  #525  
Old 03-06-2013, 01:55 PM
Kahran042 Kahran042 is offline
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Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
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Mogri suggested asking the demon about the Other Place, so let's give it a shot.

>ask demon about other place
"That's not something I am empowered to answer," says the demon with a nervous glance behind him. "Try something else."


Well, maybe if we called it by name?

>ask demon about heaven
The demon acknowledges the question, but cannot bring himself to speak of Heaven.

You can almost, but not quite, make out the noise of shouting.


Son of a...oh, well. We don't really need the demon's advice to figure out where to go. I will say that the place where the key is used is nearby. Can you figure out where it is?
  #526  
Old 03-07-2013, 07:30 PM
Tablesaw Tablesaw is offline
It's the saw of the table
 
Join Date: Jan 2010
Location: LACAUSA
Posts: 45
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Quote:
c=Cellar West (locked door leading northwest, down to Hellish Place; you are here)
how about that door over there?
  #527  
Old 03-08-2013, 01:32 PM
Kahran042 Kahran042 is offline
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Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Quote:
Originally Posted by Tablesaw View Post
how about that door over there?
It is, indeed, time to unlock that door that's been taunting us since our first trip into the basement!

>unlock door with wrought iron key
(first taking the long wrought iron key)
(putting the Rod of Sacrifice into the canvas rucksack to make room)
You unlock the ironbound door.


And now to find out what lies beyond.

>open door
You open the ironbound door.

>nw

Infinity Symbol
An eerie, dark cave carved from crystal icicles of rock and strewn with great spiders' webs hung from the ragged stone, inhabited only by dead white insects. A narrow crevice opens out to an iron doorway and the warmth of the house.

The rough stone floor levels out to a perfectly round, smooth white marble disc about five yards across, inscribed with a black lemniscus (or infinity) symbol.

You shiver with foreboding, but inexplicably feel that the map you're looking for must be somewhere near here.

Around the edge of the disc is a circular arc, surrounding the lemniscus, which passes through nine equally spaced sockets or cylindrical wells.

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


An interesting place...but what to do here?

Puzzles:
Figuring out what to do in the Infinity Symbol room.

Unexplored paths:
None.

Inventory:
a long wrought iron key (unlocks the ironbound door in the basement)
the Rods of Luck and Returning
a glowing golden orb
a canvas rucksack (which is open, actually a bag of holding)
  • a gold watch on a chain
  • a bird whistle
  • a grey cloak (has multicolored lining)
  • a purple sash
  • some old gardeners' gloves
  • a croquet mallet
  • 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 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 silk handkerchief
  • a gothic-looking iron key (opens the strongbox)
  • a rusty iron key (unlocks the grating on the Island of Pharos)
  • 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 Sacrifice, Ice, Fire, Stalking, Infinity, Husbandry (charged), Luck, and Bronze
an electric torch (providing light and closed)
a daisy chain (around your neck, made from yellow daisies and causes certain objects to turn into featureless mahogany rods when waved)

Score:
This is the afternoon of June 3rd, 1993, and you are in Meldrew Hall. You have so far scored 487 out of a possible 550, in 1746 turns, giving you the rank of journeyman 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:
e
 \
  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)
e=Infinity Symbol (infinity symbol carving on floor, nine sockets)

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

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

Last edited by Kahran042; 03-12-2013 at 02:33 AM.
  #528  
Old 03-08-2013, 01:33 PM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Start putting all our rods in the sockets?
  #529  
Old 03-09-2013, 03:49 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Gerad suggested putting the rods in the sockets...so let's do that.

>put rod of luck in socket
It fits perfectly in one of the arc sockets.

As the rod goes home, a spherical opening a few inches across appears in one wall.


This will be important later.

>put rod of returning in socket
It fits perfectly in one of the arc sockets.

>get rod of sacrifice
Taken.

>put it in socket
It fits perfectly in one of the arc sockets.

>get rod of ice
Taken.

>put it in socket
It fits perfectly in one of the arc sockets.

>get rod of fire
Taken.

>put it in socket
It fits perfectly in one of the arc sockets.

>get rod of stalking
Taken.

>put it in socket
It fits perfectly in one of the arc sockets.

>get rod of husbandry
Taken.

>put it in socket
It fits perfectly in one of the arc sockets.

>get rod of bronze
Taken.

>put it in socket
It fits perfectly in one of the arc sockets.

>get rod of death
Taken.

>put it in socket
It fits perfectly in one of the arc sockets.

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


And, since our score has gone up, it looks like we've done something right. But we still have one rod left, and there's that opening in the wall. What to do with those? It should be obvious, but I'll let you figure it out.

Puzzles:
Figuring out what to do in the Infinity Symbol room.

Unexplored paths:
None.

Inventory:
a long wrought iron key (unlocks the ironbound door in the basement)
a glowing golden orb
a canvas rucksack (which is open, actually a bag of holding)
  • a gold watch on a chain
  • a bird whistle
  • a grey cloak (has multicolored lining)
  • a purple sash
  • some old gardeners' gloves
  • a croquet mallet
  • 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 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 silk handkerchief
  • a gothic-looking iron key (opens the strongbox)
  • a rusty iron key (unlocks the grating on the Island of Pharos)
  • 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 Rod of Infinity
an electric torch (providing light and closed)
a daisy chain (around your neck, made from yellow daisies and causes certain objects to turn into featureless mahogany rods when waved)

Score:
This is the afternoon of June 3rd, 1993, and you are in Meldrew Hall. You have so far scored 495 out of a possible 550, in 1762 turns, giving you the rank of journeyman 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:
e
 \
  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)
e=Infinity Symbol (infinity symbol carving on floor, spherical opening on wall; you are here)

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

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

Last edited by Kahran042; 03-12-2013 at 02:33 AM.
  #530  
Old 03-09-2013, 03:53 PM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

The room is the Infinity Room, so put the Rod of Infinity in the last socket!

I have no idea what I'm expecting that to do, but it seems to be the obvious action.
  #531  
Old 03-09-2013, 08:12 PM
ais523 ais523 is offline
that wall of text guy
 
Join Date: Feb 2010
Posts: 958
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You have ten rods, one of which is special. So put the nine non-special wands in the nine sockets.
  #532  
Old 03-09-2013, 11:39 PM
Valient Valient is offline
Not an Adm1n
 
Join Date: Jun 2012
Location: Vermont
Posts: 94
Default

Stick the last rod in the small opening that opened up?
  #533  
Old 03-10-2013, 12:58 AM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Quote:
Originally Posted by ais523 View Post
You have ten rods, one of which is special. So put the nine non-special wands in the nine sockets.
I already did that, remember?

Quote:
Originally Posted by Valient View Post
Stick the last rod in the small opening that opened up?
Close. Remember, it's a spherical opening.
  #534  
Old 03-10-2013, 01:11 AM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Quote:
Originally Posted by Kahran042 View Post
Close. Remember, it's a spherical opening.
Well, we do have a glowing golden orb...
  #535  
Old 03-11-2013, 01:04 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Gerad is on a roll!

>put orb in opening
The orb fits perfectly, and the socket comes alive with golden light, which soaks out into the fabric of the cave until the whole place is shining bright.


There's still one thing left to do. Some people have mentioned it already, but can you guess what it is?

Puzzles:
Figuring out what to do in the Infinity Symbol room.

Unexplored paths:
None.

Inventory:
a long wrought iron key (unlocks the ironbound door in the basement)
a canvas rucksack (which is open, actually a bag of holding)
  • a gold watch on a chain
  • a bird whistle
  • a grey cloak (has multicolored lining)
  • a purple sash
  • some old gardeners' gloves
  • a croquet mallet
  • 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 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 silk handkerchief
  • a gothic-looking iron key (opens the strongbox)
  • a rusty iron key (unlocks the grating on the Island of Pharos)
  • 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 Rod of Infinity
an electric torch (providing light and closed)
a daisy chain (around your neck, made from yellow daisies and causes certain objects to turn into featureless mahogany rods when waved)

Score:
This is the afternoon of June 3rd, 1993, and you are in Meldrew Hall. You have so far scored 495 out of a possible 550, in 1763 turns, giving you the rank of journeyman 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:
e
 \
  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)
e=Infinity Symbol (infinity symbol carving on floor; you are here)

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

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

Last edited by Kahran042; 03-12-2013 at 02:33 AM.
  #536  
Old 03-11-2013, 02:07 PM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Zap the rod of Infinity?
  #537  
Old 03-12-2013, 02:32 AM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Quote:
Originally Posted by Gerad View Post
Zap the rod of Infinity?
Sounds good to me.

>get rod of infinity
Taken.

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

Quote:
If the doors of perception were cleansed,
everything would appear to man as it is, infinite.
--William Blake
>point rod of infinity at lemniscus
The air charges with excitement, and the symbol glows fiercely gold, then begins to spin, faster and faster into a pearly golden light with bathes you with the flow of pure magic. Everything becomes a daze and then you find yourself...

Murky Cave
This is a murky hillside cave, whose mouth opens to the northeast, though a tight squeeze might lead a little way west. Outside is a clear starry night. There is no traffic noise, and the air smells fresh.

Hanging up on an iron bracket is a flaming torch.


And, with this, we have entered the Master Game. Next time, exploration!

Puzzles:
None.

Unexplored paths:
West from Murky Cave.

Inventory:
an (sic) historical pamphlet

Score:
It is some time in the sixth century A.D., and you are in the Master Game. You have so far scored 495 out of a possible 550, in 1766 turns, giving you the rank of journeyman 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:
e
 \
  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)
e=Infinity Symbol (infinity symbol carving on floor)

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

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)

Master Game:
Code:
-a
a=Murky Cave (flaming torch; you are here)

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
  #538  
Old 03-12-2013, 04:49 PM
Beowulf Beowulf is offline
Puzzle-Solving Gentleman
 
Join Date: Jan 2012
Location: NYC Area
Posts: 1,411
Default

So, am I right in assuming that this is the endgame? (Especially since it appears our inventory has vanished. I am bereft that we've lost our faithful wrench.)
  #539  
Old 03-12-2013, 05:51 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
So, am I right in assuming that this is the endgame? (Especially since it appears our inventory has vanished. I am bereft that we've lost our faithful wrench.)
Sort of...it's the endgame in the same way that the part of Ecco 2 after returning from the Vortex future is the endgame. Anyway, time to explore. First, let's read that pamplet we've suddenly acquired.

>read pamphlet
It is a summary of the writings of a polemical monk called Gildas, and relates to events following the fall of the tyrant Vortigern at the turn of the fifth century A.D. After dark decades of pillage by Saxon mercenaries, Britain was reunited by Ambrosius Aurelianus and then defended at the Battle of Badon Hill, some time in the early years of the sixth century.

This remarkable victory was of no religious significance, so Gildas does not dwell upon it. He tends only to mention bad kings and leaders, and then chiefly to insult them. (Talking about Gildas is an excellent way to annoy an Anglo-Saxon historian.) Nobody even knows where Badon Hill is any more, or anything else about it, although some students of Welsh poetry believe Ambrosius was the source of the legend of King Arthur.


I don't know...it is quite well-known that Badon Hill is where Sir Robin the Not Quite So Brave as Sir Lancelot personally wet himself . Anyway, now to take that torch, since light sources are always important, even if there aren't any grues around.

>take torch
Taken.


And, with nothing left to do in the cave, let's head out.

>w

Spur of Rock
An uncomfortable spur of rock on the hillside crags. The only natural access to this spot is a crevice in the hill to the east, but there is also a securely fastened rope hanging down into the darkness.


Well, there's only one way to go, so...

Hanging on Rope
You are hanging perilously on a hemp rope, suspended from an overhang of rock above, which drops down into the darkness of the valley. On the tracks below, patrols of men can be heard, and you feel instinctively that they are not friendly.

A single yellow daisy grows from a little tuft of grass on the crags.


A yellow daisy...seems familiar. Let's take it.

>take daisy
You stretch out your hand, but cannot quite reach the daisy, such is the size of the overhang.


Well, darn. Looks like we'll have to leave off here for now. Any suggestions as to how to get to that daisy would be appreciated, although I have a feeling that it's a lot simpler than I think.

Puzzles:
Reaching the yellow daisy.

Unexplored paths:
Down from Hanging on Rope.

Inventory:
a flaming torch (providing light)
an (sic) historical pamphlet

Score:
It is some time in the sixth century A.D., and you are in the Master Game. You have so far scored 495 out of a possible 550, in 1771 turns, giving you the rank of journeyman 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:
e
 \
  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)
e=Infinity Symbol (infinity symbol carving on floor)

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

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)

Master Game:
Code:
b-a
a=Murky Cave (flaming torch; you are here)
b=Spur of Rock (yellow daisy that I can't reach; down to Hanging on Rope)

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
  #540  
Old 03-12-2013, 05:55 PM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Can you rock yourself back and forth until you reach the daisy?

Alternatively, You Have To Burn The Rope.
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