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

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  #541  
Old 03-13-2013, 02:05 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

It turns out that rocking back and forth is the correct solution...just with a slight difference in verbage. So...

>swing rope
You set the rope swinging back and forth. Very exhilarating!

>take daisy
Aided by the swinging of the rope, you pick the daisy.

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


And, with the daisy in our possession, we can proceed.

>d
You clamber down the rope, straight into a patrol of guards who capture you!

The guardsmen grab your head by the chin and examine you, but take you for a plain thief and immediately put you to the sword. A pity they did not realise your importance, but then they are only guards, and besides they would probably only have done you in more unpleasantly.


*** You have died ***


OK...not expecting that. There must be some way to get past them...but how?

Puzzles:
Getting down from the rope without being slaughtered by guards.

Unexplored paths:
Northeast from Murky Cave.
Down from Hanging on Rope.

Inventory:
a yellow daisy
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 499 out of a possible 550, in 1773 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)
b=Spur of Rock (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: 10 (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, put to the sword by guards)
Disembodied the entire universe: 1 (meddled with the Planck constant)
Total: 17

Last edited by Kahran042; 03-13-2013 at 02:08 PM. Reason: There was a path from the Murky Cave that I somehow completely didn't notice...whoops. :P
  #542  
Old 03-13-2013, 03:42 PM
Mogri Mogri is online now
used Detect!
 
Join Date: Sep 2011
Location: Austin, TX
Pronouns: he
Posts: 18,234
Default

Wear the daisy? Watch out/listen for the guards?

Barely signaled deaths like that are pretty off-putting.
  #543  
Old 03-13-2013, 06:49 PM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Put out your torch?
  #544  
Old 03-13-2013, 09:18 PM
Valient Valient is offline
Not an Adm1n
 
Join Date: Jun 2012
Location: Vermont
Posts: 94
Default

Maybe a dumb question but can we go up instead of down?
  #545  
Old 03-14-2013, 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 Valient View Post
Maybe a dumb question but can we go up instead of down?
Indeed, we can! In fact, it turns out that the possibility of going down is just a red herring. My bad.

>up

Spur of Rock


And, by another of my bads, there was another exit to the cave where we first entered the Master Game. So let's check it out!

>e

Murky Cave

>ne

Valley Prospect
The geography is strangely familiar here. You are on a natural shelf on the hillside, overlooking the valley below. An all-but invisible cleft in the rock leads to a cave to the southwest, and the slope can safely be traversed to the east.

It is a brightly moonlit night, cool as in late spring. There will be a sharp frost tomorrow. Down in the valley, a great cartwheel circle of camp fires illuminate some dark shapes, perhaps crude encampments. There is no other sign of civilisation.


Doesn't look like there's anything to do here, so let's keep going.

>e

Roman Villa
You stand beside a Roman villa, whose columns cast shadows of an Empire in the moonlight. It is thirty years since the fall of the West, and Britain is cut off from the continent, where soon even the existence of the Anglis will become a myth. This villa has survived the pestilence and devastation of the civil war, and although it must be a couple of centuries old, it is still standing. From here you could cut across the hillside east to west, or slip in through a none-too-secure timber door.


Where to from here, east or into the villa?

Puzzles:
None.

Unexplored paths:
East from Roman Villa.
"In" from Roman Villa.

Inventory:
a yellow daisy
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 499 out of a possible 550, in 1777 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:
    c-d-
   /
b-a
a=Murky Cave (flaming torch)
b=Spur of Rock (down to Hanging on Rope)
c=Valley Prospect
d=Roman Villa (in to...?)

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: 10 (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, put to the sword by guards)
Disembodied the entire universe: 1 (meddled with the Planck constant)
Total: 17
  #546  
Old 03-14-2013, 07:27 AM
Albatoss Albatoss is offline
It's a frame of mind
 
Join Date: Mar 2011
Location: Home
Pronouns: he/him, they/them
Posts: 4,358
Default

Breaking and entering! (By which I mean going into the villa.)
  #547  
Old 03-14-2013, 11:34 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
an (sic) historical pamphlet
This is a valid alternate pronunciation.
  #548  
Old 03-14-2013, 06:45 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Quote:
Originally Posted by Mogri View Post
This is a valid alternate pronunciation.
I did not know that! That's pretty interesting.

Anyway, Soren Highwind has requested that I go into the villa, but first I remembered that there was a suggestion to wear the daisy earlier, which seems like a good idea. So...

>wear daisy
You tuck the daisy behind your ear, almost out of sight.

>s

Atrium Cloister
The shadowy cloisters of the villa's atrium. You disturb a fieldmouse, and hear the scratching of tiny claws on stone. Moonlight filters in from the central courtyard to the south, and a rotten timber door leads back north.

Resting against one pillar is a horn made from a tusk, mounted on a long spear-like pole.

>


That horn might just be useful later, so let's take it.

>take horn
Taken.


Where to from here?

Puzzles:
None.

Unexplored paths:
East from Roman Villa.
South from Atrium Cloister.

Inventory:
  • a summoning horn
  • a yellow daisy
  • a flaming torch (providing light)
  • an 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 499 out of a possible 550, in 1780 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:
    c-d-
   /  |
b-a   e
      |
a=Murky Cave (flaming torch)
b=Spur of Rock (down to Hanging on Rope)
c=Valley Prospect
d=Roman Villa
e=Atrium Cloister (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: 10 (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, put to the sword by guards)
Disembodied the entire universe: 1 (meddled with the Planck constant)
Total: 17
  #549  
Old 03-18-2013, 01:37 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Since no one has made any suggestions as to where to go, I'm going to use my LPer privilege to check out the area east of Roman Villa.

>n

Roman Villa

>e

Stream
A stream runs past the villa and cascades down the hillside here, to join the river far below, near the Roman road which will, in 1500 years time, become the motorway which so spoils the view from your back garden. A rough ladder of wood lashed together with leather rests against the villa at the lowest point of the tiled roof.


And, from here, there's a new path, leading up. Which one should I take?

Puzzles:
None.

Unexplored paths:
South from Atrium Cloister.
Up from Stream.

Inventory:
  • a summoning horn
  • a yellow daisy (twitching behind your ear)
  • 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 499 out of a possible 550, in 1782 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:
    c-d-f
   /  |
b-a   e
      |
a=Murky Cave (flaming torch)
b=Spur of Rock (down to Hanging on Rope)
c=Valley Prospect
d=Roman Villa
e=Atrium Cloister
f=Stream (you are here, up to...?)

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: 10 (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, put to the sword by guards)
Disembodied the entire universe: 1 (meddled with the Planck constant)
Total: 17
  #550  
Old 03-18-2013, 01:56 PM
Mogri Mogri is online now
used Detect!
 
Join Date: Sep 2011
Location: Austin, TX
Pronouns: he
Posts: 18,234
Default

Go up the ladder.
  #551  
Old 03-19-2013, 10:43 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

What could be on top of the villa? Let's find out!

>up
You climb the ladder and are about to jump onto the roof when you catch sight of a man swaddled in animal furs, spreadeagled over the tiles, looking down into the central courtyard of the villa. He has a nasty-looking sword and since he hasn't seen you, you quietly shin back down the ladder again.


Guess that we can't go on top of the villa. Next time, exploring the atrium!
  #552  
Old 03-20-2013, 02:07 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Last time, we found another blocked path. Today, we explore the villa's atrium.

>w

Roman Villa

>s

Atrium Cloister

>s

Atrium
The central well of the villa, ringed with columns. On the north side is a cloister and stone-linteled doorways lead east, south and west. The central floor area is commanded by a beautiful Roman mosaic, quartered into individual scenes, around the edges of which are vents from the hypocaust. There is no roof over the courtyard, and the atrium is lit by moonlight.


Hmm, could this be the mosaic from the garden? Oh, well. That's not really important. Where to from here, east, south, or west?

Puzzles:
None.

Unexplored paths:
East from Atrium.
South from Atrium.
West from Atrium.

Inventory:
  • a summoning horn
  • a yellow daisy (twitching behind your ear)
  • a flaming torch (providing light)
  • an 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 499 out of a possible 550, in 1785 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:
    c-d-f
   /  |
b-a   e
      |
     -g-
      |
a=Murky Cave (flaming torch)
b=Spur of Rock (down to Hanging on Rope)
c=Valley Prospect
d=Roman Villa
e=Atrium Cloister
f=Stream
g=Atrium (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: 10 (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, put to the sword by guards)
Disembodied the entire universe: 1 (meddled with the Planck constant)
Total: 17
  #553  
Old 03-20-2013, 09:38 PM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
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> south
  #554  
Old 03-22-2013, 10:21 AM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
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South it is!

>s

Entrance
A well-flagstoned forecourt at the villa entrance, surrounded by lesser wooden buildings. Some of these are in use as stables, and figures of men slip between them. You hide from sight, not wishing to draw attention to yourself. Up on the hill, where Meldrew Hall will one day be built, men on horseback can be seen circling the access track. For a deserted villa, this is certainly well-guarded.

From up on the hill you hear the blowing of a horn.

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


Well, our score went up, so this does seem to be the right way. But what to do now?

Puzzles:
None.

Unexplored paths:
East from Atrium.
West from Atrium.

Inventory:
  • a summoning horn
  • a yellow daisy (twitching behind your ear)
  • a flaming torch (providing light)
  • an 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 504 out of a possible 550, in 1786 turns, giving you the rank of master 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:
    c-d-f
   /  |
b-a   e
      |
     -g-
      |
      h
a=Murky Cave (flaming torch)
b=Spur of Rock (down to Hanging on Rope)
c=Valley Prospect
d=Roman Villa
e=Atrium Cloister
f=Stream
g=Atrium
h=Entrance (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: 10 (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, put to the sword by guards)
Disembodied the entire universe: 1 (meddled with the Planck constant)
Total: 17
  #555  
Old 03-22-2013, 11:07 AM
Gerad Gerad is offline
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Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Blow the horn!
  #556  
Old 03-23-2013, 01:31 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Sounds good.

>blow horn
You blow the horn, and it lets a great clarion call out to the hills. A call which is rapidly answered as...

You walk straight into the guards.

Suddenly you are thrust before a druidical figure. He seems to recognise you, and is troubled. Perhaps because of this, your life is saved and you are taken away into custody, down in the valley among the army encampments.

Rough Tent
Well, here you are, imprisoned again. This time the cell is a tent of stitched animal hides, perhaps twenty feet in diameter, supported by a central pole. You have no idea where the entrance is, because you were blindfolded on the way in. There is at least a dim light from the camp-fires outside the tent.

There is sudden activity as the guards make a thorough precautionary search of the villa. The virtue of doing so is demonstrated when they find you without difficulty.

The guardsmen grab your head by the chin and examine you, but take you for a plain thief and immediately put you to the sword. A pity they did not realise your importance, but then they are only guards, and besides they would probably only have done you in more unpleasantly.


*** You have died ***


Or not. I will say that it might be a good idea to explore the villa further, but other than that, there's not much I can say.

Puzzles:
None.

Unexplored paths:
East from Atrium.
West from Atrium.

Inventory:
  • a summoning horn
  • a yellow daisy (twitching behind your ear)
  • a flaming torch (providing light)
  • an 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 504 out of a possible 550, in 1786 turns, giving you the rank of master 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:
    c-d-f
   /  |
b-a   e
      |
     -g-
      |
      h
a=Murky Cave (flaming torch)
b=Spur of Rock (down to Hanging on Rope)
c=Valley Prospect
d=Roman Villa
e=Atrium Cloister
f=Stream
g=Atrium
h=Entrance (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: 11 (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, put to the sword by guards, put to the sword by guards after another epic stealth fail)
Disembodied the entire universe: 1 (meddled with the Planck constant)
Total: 18
  #557  
Old 03-24-2013, 12:18 PM
Healy Healy is offline
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Join Date: Jun 2007
Location: USA
Posts: 5,656
Default

Go back to the atrium!
  #558  
Old 03-24-2013, 04:22 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 Healy View Post
Go back to the atrium!
OK.

>n

Atrium

Horses are approaching the villa, coming down the hill.


And where to from there - east or west?
  #559  
Old 03-24-2013, 04:43 PM
Gerad Gerad is offline
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Join Date: Feb 2010
Location: Michigan
Posts: 7,585
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East! If that kills us, then west!
  #560  
Old 03-26-2013, 02:22 AM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

To the east!

>e

Guard Quarters
Whatever function this spacious room once had, now it is evidently home to military men, for it is filled with crude armour, spears, rough blankets which are little more than animal hides. Fortunately for you the guards are absent.

You can see a crude bone die and a pair of leather sandals here.

The sound of horses draws nearer.


Well, it didn't kill us, which is always a good sign. And there's stuff here, so you know what that means!

>take all
crude bone die: Taken.
leather sandals: Taken.

There is definitely activity outside the villa.


That activity probably isn't a good sign. But what to do now?

Puzzles:
None.

Unexplored paths:
West from Atrium.

Inventory:
  • a pair of leather sandals
  • a crude bone die
  • a summoning horn
  • a yellow daisy (twitching behind your ear)
  • a flaming torch (providing light)
  • an 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 504 out of a possible 550, in 1789 turns, giving you the rank of master 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:
    c-d-f
   /  |
b-a   e
      |
     -g-i
      |
      h
a=Murky Cave (flaming torch)
b=Spur of Rock (down to Hanging on Rope)
c=Valley Prospect
d=Roman Villa
e=Atrium Cloister
f=Stream
g=Atrium
h=Entrance
i=Guard Quarters (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: 11 (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, put to the sword by guards, put to the sword by guards after another epic stealth fail)
Disembodied the entire universe: 1 (meddled with the Planck constant)
Total: 18
  #561  
Old 03-26-2013, 01:14 PM
Mogri Mogri is online now
used Detect!
 
Join Date: Sep 2011
Location: Austin, TX
Pronouns: he
Posts: 18,234
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Wear the sandals, of course. You have to blend in!
  #562  
Old 03-28-2013, 01:50 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
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That might just work. Let's give it a try.

>wear sandals
You put on the leather sandals.


And there's only one unexplored path, so might as well take it.

>w

Atrium

>w

Triclinium
What was once the villa's triclinium, or kitchen, is now deserted and long since ransacked for metal. (Nobody lives on their own in this century, and this villa wouldn't be easy to defend.) A doorway to the east gives onto the atrium.

In one corner is a hinged wooden cover of some kind, which is shut.

There is sudden activity as the guards make a thorough precautionary search of the villa. The virtue of doing so is demonstrated when they find you without difficulty.

Suddenly you are thrust before a druidical figure. He seems to recognise you, and is troubled. Perhaps because of this, your life is saved and you are taken away into custody, down in the valley among the army encampments.

Rough Tent
Well, here you are, imprisoned again. This time the cell is a tent of stitched animal hides, perhaps twenty feet in diameter, supported by a central pole. You have no idea where the entrance is, because you were blindfolded on the way in. There is at least a dim light from the camp-fires outside the tent.

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


Well, we're here alive, but what to do?

I think we may not be able to win because we weren't able to fully explore the villa. I'll have to check later to see if that's true.

Puzzles:
None.

Unexplored paths:
None.

Inventory:
  • a pair of leather sandals (being worn, apparently enable me to get captured without being killed)
  • a yellow daisy (tucked behind your ear)

Score:
It is some time in the sixth century A.D., and you are in the Master Game. You have so far scored 509 out of a possible 550, in 1792 turns, giving you the rank of master 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:
    c-d-f
   /  |
b-a   e
      |
     -g-i
      |
      h

j
a=Murky Cave (flaming torch)
b=Spur of Rock (down to Hanging on Rope)
c=Valley Prospect
d=Roman Villa
e=Atrium Cloister
f=Stream
g=Atrium
h=Entrance
i=Guard Quarters
j=Rough Tent (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: 11 (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, put to the sword by guards, put to the sword by guards after another epic stealth fail)
Disembodied the entire universe: 1 (meddled with the Planck constant)
Total: 18
  #563  
Old 03-28-2013, 02:15 PM
Mogri Mogri is online now
used Detect!
 
Join Date: Sep 2011
Location: Austin, TX
Pronouns: he
Posts: 18,234
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Step into the light.
  #564  
Old 03-28-2013, 11:08 PM
Kahran042 Kahran042 is offline
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Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
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I did a bit of playing ahead, and it turns out I'm not as screwed as I thought - I just missed out on an explanation of pretty much the entire backstory with a clue as to what to do in the coming area. So, does anyone want to see said explanation before I proceed?
  #565  
Old 03-28-2013, 11:10 PM
Gerad Gerad is offline
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Join Date: Feb 2010
Location: Michigan
Posts: 7,585
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I vote to see the explanation. I've been lost in this game for a while and I'm sure some backstory wouldn't hurt.
  #566  
Old 03-30-2013, 05:42 PM
Kahran042 Kahran042 is offline
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Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
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Quote:
Originally Posted by Gerad View Post
I vote to see the explanation. I've been lost in this game for a while and I'm sure some backstory wouldn't hurt.
Agreed. So...let's see it! First, though, I'll have to restore to before I entered the villa so that I have time to see it. Now, in order to survive this, I'm going to need the sandals, so I'll get them first.

>restore

Please supply a filename for restore
Ok.

>w

Roman Villa

>s

Atrium Cloister

>s

Atrium
The central well of the villa, ringed with columns. On the north side is a cloister and stone-linteled doorways lead east, south and west. The central floor area is commanded by a beautiful Roman mosaic, quartered into individual scenes, around the edges of which are vents from the hypocaust. There is no roof over the courtyard, and the atrium is lit by moonlight.

>e

Guard Quarters
Whatever function this spacious room once had, now it is evidently home to military men, for it is filled with crude armour, spears, rough blankets which are little more than animal hides. Fortunately for you the guards are absent.

You can see a crude bone die and a pair of leather sandals here.

>get sandals
Taken.

>wear sandals
You put on the leather sandals.


And now to actually show off the backstory.

>w

Atrium

>w

Triclinium
What was once the villa's triclinium, or kitchen, is now deserted and long since ransacked for metal. (Nobody lives on their own in this century, and this villa wouldn't be easy to defend.) A doorway to the east gives onto the atrium.

In one corner is a hinged wooden cover of some kind, which is shut.

>open cover
You open the kitchen well.

>put torch in well
It plummets out of sight, until even the light vanishes in the distance. This must be an extremely deep well.

>d
Aware of the dangers, you very carefully lower yourself...

Darkness

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

>e

Hypocaust
This very low almost-cellar underneath the atrium is a tiny access space for log fires which are kept going to provide a form of central heating for the villa. They are lit and going away nicely, interestingly. It isn't very warm by twentieth-century standards, but you have to admit it works.

A tiny amount of light filters in from the vents in the roof; just enough to see by. The only way in seems to be the way you came.


This seems like a good place to eavesdrop, so let's summon some people to eavesdrop on.

>blow horn
You blow the horn, and it lets a great clarion call out to the hills. A call which is rapidly answered as...

There is sudden activity as the guards make a thorough precautionary search of the villa. Luckily, they don't even think of looking down in here.


You may have noticed that the daisy I was wearing has been twitching. There is a reason for this. Remember what happens to yellow daisies when I'm holding a disguised rod? Yep, I've got one!

>wave horn
Light pulses from the daisy behind your ear, leaping out to engulf the summoning horn which melts into the Rod of Language!

You hear men walking across the mosaic just above your head.

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


Well, this rod is new. Let's try it out!

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

A voice, which can just be heard through the vent, says something in Anglo-Saxon or Celtic (hard to say which).

>point it at me
Nothing obvious happens. You curse eloquently in Celtic.

A younger, more impatient voice, says "This is an opportunity! We must be the power behind the thrones, we will in secret unite and be the true force of the land..."


Let's wait and listen...

>point it at me
Nothing obvious happens. You curse eloquently in Celtic.

A younger, more impatient voice, says "This is an opportunity! We must be the power behind the thrones, we will in secret unite and be the true force of the land..."

>wait
Time passes.

There is cynical laughter for a moment, and a third voice interjects "And who will lead this, this unity? We take all sides and none, you know that. There are potent druids in the tents of each general down there in the rabble. They'd kill each other in a second come the battle."

>g
Time passes.

The first voice speaks once more. "Far worse is to come. The jumped-up kings and their new men will no longer believe in the ancient powers. Already I can feel the druidic magic weakening away, and we are perilously close to the nexus now. In the valleys below, armies wait to fight the decisive battle. Whichever side wins, they will no longer need us. In a matter of hours, the power will be broken forever."

>g
Time passes.

After a sombre silence, a much older voice says "You did right to call us together. There is a path prepared for us, but the sacrifice will be terrible. We must concentrate all the remaining druidical energy into this sacred hill, that it may last through all time, and we must ensure that druids live on this site forever and keep the faith."

>g
Time passes.

The younger voice speaks again. "For now, yes, for a century or two, yes, but what then? They will forget the old ways, they will no longer truly be druids."

>g
Time passes.

The older voice replies triumphantly. "This is what must be done. They will forget, so we must give them a substitute. We shall accurse them to always seek after this magical stone, which it will be all but impossible for them to find. It will take the form of whatever they most desire. In six hundred years, by my prophecy, religious wars in the East will capture men's hearts, and then they will think it is the Holy Grail, the cup which held the blood of Christ. A thousand years later they will think it is -" But at this moment the voices move away.


Hmmm...a druidic curse that causes people to undertake a futile quest...sound familiar? Yes, this is the origin of the Curse of the Meldrews! Maybe we can try to find that stone that the druids mentioned and use it to break the curse. But that's for another time. For now, let's get captured and try out Mogri's suggestion in the tent.

>w

Darkness

>u

Triclinium

The hinged wooden cover is raised, revealing a circular well about a yard in diameter. It is very dark inside.

An industrious-looking slave (who cooks for the horsemen) is rather surprised to see you, but with creditable presence of mind he summons the guard at once.

Suddenly you are thrust before a druidical figure. He seems to recognise you, and is troubled. Perhaps because of this, your life is saved and you are taken away into custody, down in the valley among the army encampments.

Rough Tent
Well, here you are, imprisoned again. This time the cell is a tent of stitched animal hides, perhaps twenty feet in diameter, supported by a central pole. You have no idea where the entrance is, because you were blindfolded on the way in. There is at least a dim light from the camp-fires outside the tent.

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


Mogri suggested going into the light, so let's try that.

>enter light
You can't see any such thing.


About what I expected. I think that the light is meant to indicate that the tent is lighted, not that it's coming from a particular direction. Until next time!

Puzzles:
Figuring out what to do in the tent.

Unexplored paths:
None.

Inventory:
  • a pair of leather sandals (being worn)
  • a yellow daisy (tucked behind your ear)

Score:
It is some time in the sixth century A.D., and you are in the Master Game. You have so far scored 514 out of a possible 550, in 1805 turns, giving you the rank of master 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:
    c-d-f
   /  |
b-a   e
      |
    k-g-i
      |
      h

    l-m

j
a=Murky Cave (flaming torch)
b=Spur of Rock (down to Hanging on Rope)
c=Valley Prospect
d=Roman Villa
e=Atrium Cloister
f=Stream
g=Atrium
h=Entrance
i=Guard Quarters
j=Rough Tent (you are here)
k=Triclinium (down to Darkness)
l=Darkness (up to Triclinium)
m=Hypocaust

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: 11 (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, put to the sword by guards, put to the sword by guards after another epic stealth fail)
Disembodied the entire universe: 1 (meddled with the Planck constant)
Total: 18
  #567  
Old 04-01-2013, 12:18 AM
Valient Valient is offline
Not an Adm1n
 
Join Date: Jun 2012
Location: Vermont
Posts: 94
Default

Seems the only features we have to work with is the central poll or the stitched hides... Look for the entrance? Climb the poll? Listen and wait?
  #568  
Old 04-01-2013, 01:52 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

I'm not sure of how I would go about searching for the entrance, but the other two suggestions have merit.

>climb pole
I don't think much is to be achieved by that.


Well, then, guess it's time to...

>wait
Time passes.

>wait
Time passes.

>wait
Time passes.

Without warning a Saxon spy (or, as the guards would no doubt put it, another Saxon spy) is thrown bodily into the tent, careering into the central pole and slumping unconscious on the ground as a result. For a moment the whole tent rocks with the force - the pole was nearly broken.


Hmmm...sounds like a good sign. It should be obvious what to do next, but can you figure it out?

Puzzles:
Figuring out what to do in the tent.

Unexplored paths:
None.

Inventory:
  • a pair of leather sandals (being worn)
  • a yellow daisy (tucked behind your ear)

Score:
It is some time in the sixth century A.D., and you are in the Master Game. You have so far scored 514 out of a possible 550, in 1809 turns, giving you the rank of master 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:
    c-d-f
   /  |
b-a   e
      |
    k-g-i
      |
      h

    l-m

j
a=Murky Cave (flaming torch)
b=Spur of Rock (down to Hanging on Rope)
c=Valley Prospect
d=Roman Villa
e=Atrium Cloister
f=Stream
g=Atrium
h=Entrance
i=Guard Quarters
j=Rough Tent (you are here)
k=Triclinium (down to Darkness)
l=Darkness (up to Triclinium)
m=Hypocaust

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: 11 (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, put to the sword by guards, put to the sword by guards after another epic stealth fail)
Disembodied the entire universe: 1 (meddled with the Planck constant)
Total: 18
  #569  
Old 04-01-2013, 02:49 PM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Hit the pole with ole Mr. Goodwrench!

Or just your hands.
  #570  
Old 04-01-2013, 02:55 PM
Albatoss Albatoss is offline
It's a frame of mind
 
Join Date: Mar 2011
Location: Home
Pronouns: he/him, they/them
Posts: 4,358
Default

Quote:
Originally Posted by Gerad View Post
Hit the pole with ole Mr. Goodwrench!

Or just your hands.
Or the unconscious guy, if you want to be a dick about it. you know you do
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