• Welcome to Talking Time's third iteration! If you would like to register for an account, or have already registered but have not yet been confirmed, please read the following:

    1. The CAPTCHA key's answer is "Percy"
    2. Once you've completed the registration process please email us from the email you used for registration at percyreghelper@gmail.com and include the username you used for registration

    Once you have completed these steps, Moderation Staff will be able to get your account approved.

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

Back to Let's Play < 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 >
  #61  
Old 02-16-2012, 09:29 PM
schep schep is offline
Level 2 Member
 
Join Date: Aug 2011
Posts: 268
Default

Even though you have no reason to suppose "Helene" is a Meldrew, look up that name in the History anyway. If there is such a person, it may or may not be her work.

Then take the poster and go upstairs.
  #62  
Old 02-17-2012, 12:57 PM
Beowulf Beowulf is offline
Puzzle-Solving Gentleman
 
Join Date: Jan 2012
Location: NYC Area
Posts: 1,411
Default

If we can take the poster, we should. Also, can it be torn down, even if we can't take it? It sounds like there's something behind it.

I feel like we need to find more puzzles. I wish to leave no puzzle unsolved.
  #63  
Old 02-17-2012, 08:21 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Here we go. First stop, the west.

Down by River
Down at the end of the street, the brown urban waters carry by unpleasant rubbish, and rats scuttle up and over the mounds washed up around you.

On one especially repellent mound is, of all things, a fine silk handkerchief.

On the far bank is a glass-roofed tourist boat. As much as you like to explore, you can't see how to attract its attention.


Well, that hankie might come in handy, so let's take it.

>take hankie
(putting the bird whistle into the canvas rucksack to make room)
Taken.


And, as always when taking a new item, I'm going to take a look at it.

>examine hankie
Monogrammed J. A. P., but that's no great matter.


I wonder who this J.A.P. is?

I'm pretty sure that J.A.P. isn't important. It's probably just one of the many literary references in this game, but being more of a left-brainer, I'm not exactly up on those.

Speaking of people, someone suggested that I look up Helene in the family history, so...

>look up helene in history
Helene Meldrew (1902-) is a noted painter and sculptress. Her relations with the family were broken off in the 20s when she married Anton and ran off to Paris to study art, but she has recently returned to the House, in search (as she puts it) of "the perfect blue, the blue of the sky, the blue of water". We wish her well.


So she is a Meldrew. And yet another Meldrew who is searching for something in vain, at that. I have a feeling that there's something going on there...

Anyway, now to explore the area east of the Unreal City.

>e

Near Ring Road
A dry, desolate waste of buildings borders here on a main road, so full of black-suited pedestrians off to work at banks that you can't force your way any further east. Once in a while a few of the bowler-hatted army step into the street and down some steps below a Metropolitan sign.

Drifting through the streets from some distant bar comes the sound of one of Scott Joplin's newfangled piano pieces, accompanying song settings from "Romeo and Juliet".


If you're wondering, the Metropolitan is the Paris subway. So, if there's a subway station, we can probably go...

Chatelet-les-Halles
This is a vast underground station in great rectangular caverns, deep beneath the streets. You are outside the ticket gates, near a flight of steps back up to the city, and since you haven't a ticket you're likely to stay that way.

Behind a kiosk, a surly-looking man is selling guide books and maps.


Finally, someone in what's presumably Paris selling maps! Unfortunately, we don't have any money on us. So, let's go back to the surface and check out the area above the Shadowy Hallway.

>u.w.n.u.

Near Ring Road


Unreal City


Shadowy Hallway


Consulting Room
The stairs end at a shabby room, with screened windows, lit by incense sticks and sevenbranched candelabra. A doorway with a hanging bead curtain leads west. In the centre of the room is a table, on which is an electric bell push and a wicked Tarot pack.


Well, if there's a bell, then...

>ring bell
Madame Sosostris, the famous clairvoyante, breezes in through the hanging curtain and sits behind the table, making waving gestures with her hands.

"First, this I must know, were you born in an even, or an odd, year?"


AFAIK, this choice doesn't matter. I was born in an odd year IRL, so...

>say odd
(to Madame Sosostris, famous clairvoyante)
Madame Sosostris picks up the cards and deals them onto the table. She frowns in concentration as the Grim Reaper, the Fool and then the Drowned Sailor show. She blanches with alarm, then recovers and jabbers something about not taking the cards too literally, the images being symbolic and so on. As rapidly as she possibly can, she warns you to fear death by water and then hustles you out onto the street.

Unreal City
This is a city side street, but as if seen through the grey of despair. People stream by, some of whom you almost recognise, as if dead. The street runs east-west, and to the north is a doorway into a grubby tenement building.


Death by water? Well, that's rather disturbing. But if we return to her room...

>n.u.

Shadowy Hallway


Consulting Room

You can see three Tarot cards (the Drowned Sailor, Fool and Grim Reaper) here.


...you can get the Tarot cards for yourself, and they'll come in handy later.

>get all cards
Drowned Sailor: (putting the romantic novel into the canvas rucksack to make room)
Taken.
Fool: (putting the chicken wishbone into the canvas rucksack to make room)
Taken.
Grim Reaper: (putting the silk handkerchief into the canvas rucksack to make room)
Taken.


By the way, as you probably know, there is no "Drowned Sailor" tarot card, and the "Grim Reaper" card is actually called "Death." Apparently, the tarot deck used in this game is a T.S. Elliot reference, as is the entire Unreal City area. Again, not being much of a literature buff, I have to take this on faith.

And now, there's only one exit left in the Unreal City, so let's take it.

>w
Peculiarly, the hanging curtain seems to be solid iron when you walk into it.


Well, that's strange. But there's one more thing left to do in the Unreal City.

>d

Shadowy Hallway

>take poster
You hastily tear down the poster, but there's nothing interesting behind it, only painted graffiti: "Shantih Shantih Shantih".


And with that, another update comes to an end. What to do next time, and how to escape this city?

Unexplored paths:
East from Cellars.
West from Cellars.
North from Dark Shaft.

Puzzles:
Deciding what color daisy chain I want.
Finding a new battery for the torch.
Finding out the purpose of the word "lagach."
Flagging down the tourist boat.

Inventory:
Three Tarot cards: The Grim Reaper, Fool and Drowned Sailor
Some old gardener's gloves (being worn)
A canvas rucksack (being worn, actually a bag of holding)
  • A silk handkerchief
  • A chicken wishbone
  • A bird whistle
  • A guaranteed-unbreakable medicine bottle with a child-proof lock (which is closed, an antidote to some unknown drug or poison)
  • A steel wrench
  • A romantic novel (Coronets for the Cotton Girl, by Marie Swelldon)
  • A tourist map (of central Hamburg)
  • Hobson's classical dictionary
  • The History of the Meldrews (vol. II)
  • A nasty-looking red battery (very high voltage, too powerful for an ordinary torch)
  • A photographer's flash (which is closed)
An electric torch (providing light and closed)

It is early morning on October 5th, 1922, and you are in the Unreal City. You have so far scored 24 out of a possible 550, in 219 turns, giving you the rank of seasoned Tourist.

Maps
Meldrew Hall, attic:
Code:
e-c-b-h
 /| |
X j a-d
    |
    f
     \  |
    k-g-l
      | |
    n-i m
      |
      o
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 (dark cupboard which I need a new battery in my torch to enter)
m=Dead End
n=Library Storage
o=Souvenirs Room
X=game over
Meldrew Hall, cellar:
Code:
-a-
 |
a=Cellars (robot mouse, dumbwaiter to Dark Shaft)
Meldrew Hall, ???
Code:
|
a
a=Dark Shaft (dumbwaiter to Storage Room)
Unreal City:
Code:
g>b-c
  |
d-a-e>f
a=Unreal City
b=Shadowy Hallway (you are here, up to Consulting Room)
c=Bohemia
d=Down by River (tourist boat)
e=Near Ring Road (down to Chatelet-les-Halles)
f=Chatelet-les-Halles (map salesman)
g=Consulting Room (down to Shadowy Hallway)
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)
Total: 5
  #64  
Old 02-17-2012, 10:38 PM
schep schep is offline
Level 2 Member
 
Join Date: Aug 2011
Posts: 268
Default

The connection to T. S. Eliot is most obvious of all when you find the way to leave. The initials "J. A. P." are of course yet another Eliot ref. It's not important.

Some of our inventory has been a bit too neglected. We should pull the wishbone, blow the bird whistle, and open the flash.
  #65  
Old 02-17-2012, 11:05 PM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

I am determined to flag down that glass-bottomed boat.

Shine torch on boat.
Blow whistle (near boat).
Wave kerchief at boat.
Throw wrench at boat.
  #66  
Old 02-19-2012, 03:41 AM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

schep has suggested some of our unused inventory items, so let's give it a try. First, the wishbone.

>pull wishbone
It already has been. The part you have, lost.


Well, that's a pity. But let's check out the other items. First, the bird whistle

>blow whistle
(first taking the bird whistle)
(putting the Drowned Sailor into the canvas rucksack to make room)
Fweep! Fweep!


Hmm, sounds more like a bat whistle to me. Anyway, what could lie within the flash?

>open flash
You open the photographer's flash.

>look in flash
The photographer's flash is empty.


That's about what I expected. Now to try to flag down that boat!

>s.w.

Unreal City

Drifting through the streets from some distant bar comes the sound of one of Scott Joplin's newfangled piano pieces, accompanying song settings from "Romeo and Juliet".


Down by River

On the far bank is a glass-roofed tourist boat. As much as you like to explore, you can't see how to attract its attention.


Let's try a few of the suggestions given.

>shine torch on boat
I only understood you as far as wanting to shine the electric torch.

>blow whistle
Fweep! Fweep!

>throw wrench at boat
(first taking the steel wrench)
(putting the Fool into the canvas rucksack to make room)
It's a wrench, but you take it.


Well, none of those worked. Let's try the remaining suggestion, which coincidentally happens to involve an item found at this very waterfront.

>wave handkerchief
You wave the handkerchief, and the boat glides smoothly across the river toward you.


And now, to board.

w

On board the Phlebas
A tourist river-boat, glass-roofed. You can climb out to the shore to the east. At the helm is a very strange man, at times almost a straw dummy, almost perhaps a hollow cut-out made of paper. He (or it) turns the wheel and casts his eyes to windward.

The hollow man mechanically says: "Where to, guv'nor? Me with my big mouth, I gone and done it again, calling you the guv'nor. I was down Margate Sands way once, had a bloke come on board, he thought any old destination would do, like a real place, like anywhere was real... We are the hollow men, I says, he didn't like that... Hurry up, please, it's time."


Well, we're on the boat...but how to actually set sail? I'll leave that for you to find out.

Unexplored paths:
East from Cellars.
West from Cellars.
North from Dark Shaft.

Puzzles:
Deciding what color daisy chain I want.
Finding a new battery for the torch.
Finding out the purpose of the word "lagach."

Inventory:
A steel wrench
A bird whistle
The Grim Reaper (in tarot-card form)
Some old gardener's gloves (being worn)
A canvas rucksack (being worn, actually a bag of holding)
  • Two Tarot cards: the Fool and Drowned Sailor
  • A silk handkerchief
  • A chicken wishbone
  • A guaranteed-unbreakable medicine bottle with a child-proof lock (which is closed, an antidote to some unknown drug or poison)
  • A nasty-looking red battery (very high voltage, too powerful for an ordinary torch)
  • A photographer's flash (which is open but empty)
  • A romantic novel (Coronets for the Cotton Girl, by Marie Swelldon)
  • A tourist map (of central Hamburg)
  • Hobson's classical dictionary
  • The History of the Meldrews (vol. II)
An electric torch (providing light and closed)

It is early morning on October 5th, 1922, and you are in the Unreal City. You have so far scored 24 out of a possible 550, in 229 turns, giving you the rank of seasoned Tourist.

Maps
Meldrew Hall, attic:
Code:
e-c-b-h
 /| |
X j a-d
    |
    f
     \  |
    k-g-l
      | |
    n-i m
      |
      o
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 (dark cupboard which I need a new battery in my torch to enter)
m=Dead End
n=Library Storage
o=Souvenirs Room
X=game over
Meldrew Hall, cellar:
Code:
-a-
 |
a=Cellars (robot mouse, dumbwaiter to Dark Shaft)
Meldrew Hall, ???
Code:
|
a
a=Dark Shaft (dumbwaiter to Storage Room)
Unreal City:
Code:
 g>b-c
   |
h-d-a-e>f
a=Unreal City
b=Shadowy Hallway (up to Consulting Room)
c=Bohemia
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 (you are here; only accessible after waving the silk handkerchief at d)
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)
Total: 5
  #67  
Old 02-19-2012, 05:00 AM
ais523 ais523 is offline
that wall of text guy
 
Join Date: Feb 2010
Posts: 958
Default

Can you put the overpowered battery in the photographer's flash?
  #68  
Old 02-19-2012, 11:25 AM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Tell the boat-man we want to go to Margate Sands. If that doesn't work, tell him we want to go to nowhere.
  #69  
Old 02-19-2012, 07:44 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Quote:
Originally Posted by ais523 View Post
Can you put the overpowered battery in the photographer's flash?
Indeed, we can!

>get red battery
(putting the Grim Reaper into the canvas rucksack to make room)
Taken.

>put it in flash
You put the nasty-looking red battery into the photographer's flash.

>close flash
You close the photographer's flash.


Unfortunately, I have no idea of what I'd do with it, seeing as I don't have a camera or anything. But let's try seeing if we can go anywhere on this boat.

>say margate sands
(to the hollow man)
"I don't believe in that place any more. Hurry up please it's time!"


Well, I can understand that, since he sort of implied that in his first speech. But maybe we can go nowhere?


>say nowhere
(to the hollow man)
"Hurry up please it's time!"


Well, that didn't work. However, there is actually a slight clue to this puzzle, and I'll give you a free hint about it. Think back to what it said on the poster. 'Til next time!
  #70  
Old 02-19-2012, 10:26 PM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

OK, so the poster said "Bateaux Phlebas -- toujours le dernier mot". The latter phrase apparently means "always the last word". So maybe "time", since that's always the last thing he says? If not, then "shantih" or "Phlebas", but I'm just casting about wildly at that point.
  #71  
Old 02-21-2012, 12:42 AM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

It is indeed, "the last word." So...

Garden Stream
In the lush, verdant (which is to say, under-cared for) gardens of Meldrew House, where a stream gurgles pleasantly as it meanders through reeds. The house rises up high above you to the south and you dare not be seen from the windows by the rest of the family, so you'll have to go northwest, deeper into the gardens, or else east along a path hugging the wall.

On the house wall is a coal bunker, whose loading door is shut.

Was any of that real? you wonder, as you relax in the sunshine. But then you realise you are clutching a tarot card which certainly is.

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


Well, that's strange. But we're back at Meldrew Hall, at least. I wonder what that tarot card is?

>i
You are carrying:
a steel wrench
a bird whistle
some old gardeners' gloves (being worn)
a canvas rucksack (which is open)
two Tarot cards:
the Fool and Drowned Sailor
a silk handkerchief
a chicken wishbone
a guaranteed-unbreakable medicine bottle with a child-proof lock (which is closed)
a nasty-looking red battery
a photographer's flash (which is open but empty)
a romantic novel
a tourist map
Hobson's classical dictionary
the History of the Meldrews (vol. II)
an electric torch (providing light and closed)
two Tarot cards:
the Ace of Cups and Grim Reaper


Seems that it's the Ace of Cups. Let's get a good look at it.

>examine ace of cups
A beautifully realistic picture. It shows a great many crystal-glass cups and glasses.


For that matter, let's get a look at the rest of those tarot cards.

>examine fool
A beautifully realistic picture. The Fool is a man looking directly ahead as he steps off the edge of a cliff.

>examine drowned sailor
A beautifully realistic picture. Those are pearls that were his eyes...

>examine grim reaper
A beautifully realistic picture. Hood, scythe, skeleton, implacable grin: yes, it's the Reaper all right.


And that's it for now. We've got a new area to explore, but shall we explore the northwest or the east first?

Unexplored paths:
East from Cellars.
West from Cellars.
North from Dark Shaft.
East from Garden Stream.
Northwest from Garden Stream.

Puzzles:
Deciding what color daisy chain I want.
Finding a new battery for the torch.
Finding out the purpose of the word "lagach."

Inventory:
You are carrying:
a steel wrench
a bird whistle
some old gardeners' gloves (being worn)
a canvas rucksack (which is open, actually a bag of holding)
  • two Tarot cards: the Fool and Drowned Sailor
  • a silk handkerchief
  • a chicken wishbone
  • a guaranteed-unbreakable medicine bottle with a child-proof lock (which is closed, an antidote to some unknown drug or poison)
  • A nasty-looking red battery (very high voltage, too powerful for an ordinary torch)
  • a photographer's flash (which is open but empty)
  • a romantic novel (Coronets for the Cotton Girl, by Marie Swelldon)
  • a tourist map (of central Hamburg)
  • Hobson's classical dictionary
  • the History of the Meldrews (vol. II)
an electric torch (providing light and closed)
two Tarot cards: the Ace of Cups and Grim Reaper

It is the afternoon of June 3rd, 1993, and you are in the gardens. You have so far scored 29 out of a possible 550, in 235 turns, giving you the rank of seasoned Tourist.

Meldrew Hall, attic:
Code:
e-c-b-h
 /| |
X j a-d
    |
    f
     \  |
    k-g-l
      | |
    n-i m
      |
      o
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 (dark cupboard which I need a new battery in my torch to enter)
m=Dead End
n=Library Storage
o=Souvenirs Room
X=game over
Meldrew Hall, cellar:
Code:
-a-
 |
a=Cellars (robot mouse, dumbwaiter to Dark Shaft)
Meldrew Hall, ???
Code:
|
a
a=Dark Shaft (dumbwaiter to Storage Room)
Meldrew Hall, gardens:
Code:
 \
  a-
a=Garden Stream (you are here; closed coal bunker)
Unreal City:
Code:
  g>b-c
    |
h-d-a-e>f
a=Unreal City
b=Shadowy Hallway (up to Consulting Room)
c=Bohemia
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 (only accessible after waving the silk 
handkerchief at d, saying "time" will take the protagonist to 
Garden Stream)
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)
Total: 5
  #72  
Old 02-21-2012, 06:34 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

How about northwest into the gardens? Since directions are all I contribute to these LPs anyway >_>
  #73  
Old 02-21-2012, 10:47 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Well, sounds as good as anything, so...

>nw

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


And it looks like we've reached another junction. Where to from here? By the way, north is off limits. Why? Well, let's let the game explain it.

>n
You can't go that way.

Now, this takes a little explaining... These days, it isn't easy to keep up a house the size of Meldrew Hall, and your family has had to strike a bargain with the National Trust that the house should be open to the public in the summer months. The maze is so popular with visitors that the grass has worn away, and it's being reseeded at the moment, so you shouldn't go treading all over it.


So, east or west?

Unexplored paths:
East from Cellars.
West from Cellars.
North from Dark Shaft.
East from Garden Stream.
East from Family Tree.
West from Family Tree.

Puzzles:
Deciding what color daisy chain I want.
Finding a new battery for the torch.
Finding out the purpose of the word "lagach."
Finding a way to get into the maze without trampling the grass seeds.

Inventory:
You are carrying:
a steel wrench
a bird whistle
some old gardeners' gloves (being worn)
a canvas rucksack (which is open, actually a bag of holding)
  • two Tarot cards: the Fool and Drowned Sailor
  • a silk handkerchief
  • a chicken wishbone
  • a guaranteed-unbreakable medicine bottle with a child-proof lock (which is closed, an antidote to some unknown drug or poison)
  • A nasty-looking red battery (very high voltage, too powerful for an ordinary torch)
  • a photographer's flash (which is open but empty)
  • a romantic novel (Coronets for the Cotton Girl, by Marie Swelldon)
  • a tourist map (of central Hamburg)
  • Hobson's classical dictionary
  • the History of the Meldrews (vol. II)
an electric torch (providing light and closed)
two Tarot cards: the Ace of Cups and Grim Reaper

The poetry book I used to go to the Unreal City seems to have vanished into the ether when I returned to the present. This has never happened to me before, and I think I may be screwed. Any theories as to what happened?

It is the afternoon of June 3rd, 1993, and you are in the gardens. You have so far scored 29 out of a possible 550, in 237 turns, giving you the rank of seasoned Tourist.

Meldrew Hall, attic:
Code:
e-c-b-h
 /| |
X j a-d
    |
    f
     \  |
    k-g-l
      | |
    n-i m
      |
      o
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 (dark cupboard which I need a new battery in my torch to enter)
m=Dead End
n=Library Storage
o=Souvenirs Room
X=game over
Meldrew Hall, cellar:
Code:
-a-
 |
a=Cellars (robot mouse, dumbwaiter to Dark Shaft)
Meldrew Hall, ???
Code:
|
a
a=Dark Shaft (dumbwaiter to Storage Room)
Meldrew Hall, gardens:
Code:
 -b-
   \
    a-
a=Garden Stream (closed coal bunker)
b=Family Tree (you are here; plane tree)
Unreal City:
Code:
  g>b-c
    |
h-d-a-e>f
a=Unreal City
b=Shadowy Hallway (up to Consulting Room)
c=Bohemia
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 (only accessible after waving the silk 
handkerchief at d, saying "time" will take the protagonist to 
Garden Stream)
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)
Total: 5
  #74  
Old 02-22-2012, 08:13 AM
schep schep is offline
Level 2 Member
 
Join Date: Aug 2011
Posts: 268
Default

Quote:
Originally Posted by Kahran042 View Post
The poetry book I used to go to the Unreal City seems to have vanished into the ether when I returned to the present. This has never happened to me before, and I think I may be screwed. Any theories as to what happened?
It's still in the attic. MYST style.

Climb the tree.
  #75  
Old 02-22-2012, 10:38 AM
Beowulf Beowulf is offline
Puzzle-Solving Gentleman
 
Join Date: Jan 2012
Location: NYC Area
Posts: 1,411
Default

What happens when you blow the whistle out here? Maybe birds will eat the grass seed and then you can trod without worry.

Where does the other path from the gardens lead?
  #76  
Old 02-22-2012, 04:40 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Well, the first request was to climb the tree, which is in our current area, so...

>climb tree

Up the Plane Tree
A magnificent view of the gardens would be yours, were it not for the branches and leaves which surround you. You can make out Aunt Jemima up at one of the conservatory windows, but hide from her view. Down below, the privet-hedge layout of the maze can be seen through the lower branches.


Well, maybe we can at least get a look at the maze for future reference?

>examine maze
The layout is roughly as follows:

Code:
    ###########################
    ...............###......###
    ######...###......###...###
    ###.........###.........###
    ######...##################
    ###...............###...###
    ############...############


Hmm, that little hedged-off patch is intriguing. But since we can't even get into the maze, let's at least check out the other path at the stream.

>d

Family Tree

>se

Garden Stream

On the house wall is a coal bunker, whose loading door is shut.

>e

Beside the Wall
The east-west path along the foot of Meldrew Hall ends here at one of the carved walls bordering the garden.

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


A shrub, eh? Let's take a look at it.

>examine shrub
You see nothing special about the potted shrub.


Well, darn. But there was one more request, so let's give it a shot. Perhaps we can summon some birds to eat the grass seed so we can enter the maze?

>w.nw.

Garden Stream

On the house wall is a coal bunker, whose loading door is shut.


Family Tree

>blow whistle
Fweep! Fweep!


Well, that didn't do anything. But then, it's pretty well-established that clever solutions don't always work in text adventures. So, where to from here?

Unexplored paths:
East from Cellars.
West from Cellars.
North from Dark Shaft.
East from Family Tree.
West from Family Tree.

Puzzles:
Deciding what color daisy chain I want.
Finding a new battery for the torch.
Finding out the purpose of the word "lagach."
Finding a way to get into the maze without trampling the grass seeds.

Inventory:
You are carrying:
a steel wrench
a bird whistle
some old gardeners' gloves (being worn)
a canvas rucksack (which is open, actually a bag of holding)
  • two Tarot cards: the Fool and Drowned Sailor
  • a silk handkerchief
  • a chicken wishbone
  • a guaranteed-unbreakable medicine bottle with a child-proof lock (which is closed, an antidote to some unknown drug or poison)
  • A nasty-looking red battery (very high voltage, too powerful for an ordinary torch)
  • a photographer's flash (which is open but empty)
  • a romantic novel (Coronets for the Cotton Girl, by Marie Swelldon)
  • a tourist map (of central Hamburg)
  • Hobson's classical dictionary
  • the History of the Meldrews (vol. II)
an electric torch (providing light and closed)
two Tarot cards: the Ace of Cups and Grim Reaper

It is the afternoon of June 3rd, 1993, and you are in the gardens. You have so far scored 29 out of a possible 550, in 245 turns, giving you the rank of seasoned Tourist.

Meldrew Hall, attic:
Code:
e-c-b-h
 /| |
X j a-d
    |
    f
     \  |
    k-g-l
      | |
    n-i m
      |
      o
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 (dark cupboard which I need a new battery in my torch to enter)
m=Dead End
n=Library Storage
o=Souvenirs Room
X=game over
Meldrew Hall, cellar:
Code:
-a-
 |
a=Cellars (robot mouse, dumbwaiter to Dark Shaft)
Meldrew Hall, ???
Code:
|
a
a=Dark Shaft (dumbwaiter to Storage Room)
Meldrew Hall, gardens:
Code:
 -b-
   \
    a-c
a=Garden Stream (closed coal bunker)
b=Family Tree (you are here; plane tree, up to Up the Plane Tree)
c=Beside the Wall (potted shrub)
Unreal City:
Code:
  g>b-c
    |
h-d-a-e>f
a=Unreal City
b=Shadowy Hallway (up to Consulting Room)
c=Bohemia
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 (only accessible after waving the silk 
handkerchief at d, saying "time" will take the protagonist to 
Garden Stream)
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)
Total: 5

Last edited by Kahran042; 02-22-2012 at 04:41 PM. Reason: Turns out that the description of Beside the Wall was misleading.
  #77  
Old 02-23-2012, 08:33 AM
Gogmagog Gogmagog is offline
Junior Member
 
Join Date: May 2011
Posts: 9
Default

Helene Meldrew and "the perfect blue, the blue of the sky, the blue of water"... Seems like a possible candidate for a daisy chain color...
  #78  
Old 02-23-2012, 06:26 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Quote:
Originally Posted by Gogmagog View Post
Helene Meldrew and "the perfect blue, the blue of the sky, the blue of water"... Seems like a possible candidate for a daisy chain color...
It could. I can't say whether or not it's right, but if we want to go along with that, we'll have to find some way to get back into the attic. So, how to go about doing that?
  #79  
Old 02-26-2012, 02:14 AM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Well, since there haven't been any posts for a while, I'll use my LPer's prerogative to explore the rest of the gardens. As you may recall, there was a sign mentioning a mosaic to the east, so let's check that out first. However, to get there, we'll have to pass through the most horrible area of the garden, an area filled with...

>e

Lawn Ornaments
Several hundred years of rolling have made this a rather fine patch of grass, between the privet hedge (north), the plane tree (west) and the mosaic (east). Unfortunately, it is adorned with all the really ugly ornaments (gnomes, plaster nymphs, stone windmills to grow flowers in), this being the corner of the garden least visible from the house.

Prominent amongst these is a plaster statuette, a bust of a woman.


Let's get out of here!

>e

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

A hard wooden ball, palm-sized, rolls about across the mosaic.


Shame, really. But that ball isn't nailed down, and since I'm a text adventurer, we all know what that means.

>take ball
(putting the Grim Reaper into the canvas rucksack to make room)
Taken.


Come to think of it, what kind of ball is this, anyway?

>examine ball
You see nothing special about the hard wooden ball.


Well, darn. I just thought, with the other items having good descriptions...anyway, let's see what's to the west of the plane tree.

>w.w.w.

Lawn Ornaments

Prominent amongst these is a plaster statuette, a bust of a woman.


Family Tree


Clearing
A clearing at the edge of the garden, surrounded by walls and the privet hedges of the maze. To the east is the plane tree, to the west an opening in the wall makes a garage entrance and to the south is a small vegetable garden.


Nothing here, but there are two exits. So, should I explore the garage or the vegetable garden first?

Unexplored paths:
East from Cellars.
West from Cellars.
North from Dark Shaft.
South from Clearing.
West from Clearing.

Puzzles:
Deciding what color daisy chain I want.
Finding a new battery for the torch.
Finding out the purpose of the word "lagach."
Finding a way to get into the maze without trampling the grass seeds.
Getting back into the attic.

Inventory:
You are carrying:
a hard wooden ball
a steel wrench
a bird whistle
some old gardeners' gloves (being worn)
a canvas rucksack (which is open, actually a bag of holding)
  • three Tarot cards: the Grim Reaper, Fool and Drowned Sailor
  • a silk handkerchief
  • a chicken wishbone
  • a guaranteed-unbreakable medicine bottle with a child-proof lock (which is closed, an antidote to some unknown drug or poison)
  • A nasty-looking red battery (very high voltage, too powerful for an ordinary torch)
  • a photographer's flash (which is open but empty)
  • a romantic novel (Coronets for the Cotton Girl, by Marie Swelldon)
  • a tourist map (of central Hamburg)
  • Hobson's classical dictionary
  • the History of the Meldrews (vol. II)
an electric torch (providing light and closed)
the Ace of Cups

It is the afternoon of June 3rd, 1993, and you are in the gardens. You have so far scored 29 out of a possible 550, in 252 turns, giving you the rank of seasoned Tourist.

Maps:
Meldrew Hall, attic:
Code:
e-c-b-h
 /| |
X j a-d
    |
    f
     \  |
    k-g-l
      | |
    n-i m
      |
      o
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 (dark cupboard which I need a new battery in my torch to enter)
m=Dead End
n=Library Storage
o=Souvenirs Room
X=game over

Meldrew Hall, cellar:
Code:
-a-
 |
a=Cellars (robot mouse, dumbwaiter to Dark Shaft)

Meldrew Hall, ???
Code:
|
a
a=Dark Shaft (dumbwaiter to Storage Room)

Meldrew Hall, gardens:
Code:
 -f-b-d-e
  |  \
      a-c
a=Garden Stream (closed coal bunker)
b=Family Tree (plane tree, up to Up the Plane Tree)
c=Beside the Wall (potted shrub)
d=Lawn Ornaments (plaster statuette)
e=Mosaic
f=Clearing (you are here)

Unreal City:
Code:
  g>b-c
    |
h-d-a-e>f
a=Unreal City
b=Shadowy Hallway (up to Consulting Room)
c=Bohemia
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 (only accessible after waving the silk handkerchief at d, saying "time" will take the protagonist to Garden Stream)

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)
Total: 5
  #80  
Old 02-26-2012, 02:38 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

To the garage! There's bound to be something useful in there, right? Unless "garage" is also a weird British euphemism for something, in which case I don't know what the hell a garage is.
  #81  
Old 02-26-2012, 11:55 AM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Hit bust with wrench.
  #82  
Old 02-26-2012, 12:15 PM
Cait Cait is offline
Doctor of Death
 
Join Date: Oct 2009
Posts: 513
Default

Quote:
Originally Posted by Gerad View Post
Bust bust with wrench.
  #83  
Old 02-26-2012, 02:58 PM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Quote:
Originally Posted by Cait View Post
Bust bust with wrench.
Ha, I actually thought of that but figured the parser wouldn't like it.
  #84  
Old 02-26-2012, 10:12 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Today, we explore two new areas. But first, let's try busting the bust.

>e.e.

Family Tree


Lawn Ornaments

Prominent amongst these is a plaster statuette, a bust of a woman.


And now...

>bust bust with wrench
That's not a verb I recognise.


Well, darn. But maybe...

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


Guess we can't do anything with it yet. But let's at least finish mapping out the areas of the garden we can explore so far.

>w.w.w.

Family Tree


Clearing


Garage
A modest brick garage, built into the garden walls. A big open doorway leads east onto the clearing.

A big motorised garden roller is parked here.

In the shadows is a weed killer bottle.

Hanging from a hook is a bladed agricultural implement.


A bladed agricultural implement, eh? Let's take a good look at it.

>examine implement
On second thoughts, let's just call a spade a spade.


Very funny, I'm sure. Anyway, let's also take a look at the rest of the stuff in here.

>x roller
A motorised garden roller of the kind you sit inside, among whose simple controls is a big on/off switch.
The garden roller is currently switched off.


I have a feeling that I know what you want me to do with this, but I'll still leave it for you to tell me. First, let's get a look at that bottle.

>x bottle
(the weed killer bottle)
If squeezed, it squirts weed killer over the ground. There are many warning labels about getting it on one's hands.


And now, to do what text adventurers do best!

>take all
garden roller: That's fixed in place.
weed killer bottle: (putting the Ace of Cups into the canvas rucksack to make room)
Taken.
spade: (putting the bird whistle into the canvas rucksack to make room)
Taken.


Finally, let's explore the last area of the gardens that we can for now.

>e.s.

Clearing


Vegetable Garden
A recently-turned vegetable garden, using up a shady corner of the garden. The patch testifies more to good intentions than horticulture.

Only a runner-bean plant graces the vegetable garden.


Not much here, unfortunately. And with that, this update comes to an end.

By the way, I think I may have gone to the Unreal City too soon and rendered the game unwinnable, but I'll check that later. So, here's the standard recap.

Unexplored paths:
East from Cellars.
West from Cellars.
North from Dark Shaft.

Puzzles:
Deciding what color daisy chain I want.
Finding a new battery for the torch.
Finding out the purpose of the word "lagach."
Finding a way to get into the maze without trampling the grass seeds.
Getting back into the attic.

Inventory:
You are carrying:
a spade
a weed killer bottle
a hard wooden ball
a steel wrench
some old gardeners' gloves (being worn)
a canvas rucksack (which is open, actually a bag of holding)
  • a bird whistle
  • three Tarot cards: the Ace of Cups, Grim Reaper, Fool and Drowned Sailor
  • a silk handkerchief
  • a chicken wishbone
  • a guaranteed-unbreakable medicine bottle with a child-proof lock (which is closed, an antidote to some unknown drug or poison)
  • A nasty-looking red battery (very high voltage, too powerful for an ordinary torch)
  • a photographer's flash (which is open but empty)
  • a romantic novel (Coronets for the Cotton Girl, by Marie Swelldon)
  • a tourist map (of central Hamburg)
  • Hobson's classical dictionary
  • the History of the Meldrews (vol. II)
an electric torch (providing light and closed)

It is the afternoon of June 3rd, 1993, and you are in the gardens. You have so far scored 29 out of a possible 550, in 264 turns, giving you the rank of seasoned Tourist.

Maps:
Meldrew Hall, attic:
Code:
e-c-b-h
 /| |
X j a-d
    |
    f
     \  |
    k-g-l
      | |
    n-i m
      |
      o
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 (dark cupboard which I need a new battery in my torch to enter)
m=Dead End
n=Library Storage
o=Souvenirs Room
X=game over

Meldrew Hall, cellar:
Code:
-a-
 |
a=Cellars (robot mouse, dumbwaiter to Dark Shaft)

Meldrew Hall, ???
Code:
|
a
a=Dark Shaft (dumbwaiter to Storage Room)

Meldrew Hall, gardens:
Code:
g-f-b-d-e
  |  \
  h   a-c
a=Garden Stream (closed coal bunker)
b=Family Tree (plane tree, up to Up the Plane Tree)
c=Beside the Wall (potted shrub)
d=Lawn Ornaments (plaster statuette)
e=Mosaic
f=Clearing
g=Garage (garden roller)
h=Vegetable Garden (runner bean plant; you are here)

Unreal City:
Code:
  g>b-c
    |
h-d-a-e>f
a=Unreal City
b=Shadowy Hallway (up to Consulting Room)
c=Bohemia
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 (only accessible after waving the silk handkerchief at d, saying "time" will take the protagonist to Garden Stream)

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)
Total: 5
  #85  
Old 02-26-2012, 11:04 PM
schep schep is offline
Level 2 Member
 
Join Date: Aug 2011
Posts: 268
Default

Quote:
Originally Posted by Kahran042 View Post
By the way, I think I may have gone to the Unreal City too soon and rendered the game unwinnable, but I'll check that later.
Nah, we're fine. Just two simple puzzles, and we could get back in the attic.

But first, important stuff:
> enter the roller. turn it on. drive recklessly all over the grounds
  #86  
Old 02-27-2012, 02:24 PM
Gogmagog Gogmagog is offline
Junior Member
 
Join Date: May 2011
Posts: 9
Default

Quote:
Originally Posted by schep View Post
Nah, we're fine. Just two simple puzzles, and we could get back in the attic.

But first, important stuff:
> enter the roller. turn it on. drive recklessly all over the grounds
More specifically, drive it over that part of the hedge maze that's closed off from the rest.
  #87  
Old 02-27-2012, 08:57 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Quote:
Originally Posted by schep View Post
> enter the roller. turn it on. drive recklessly all over the grounds
I was hoping someone would say this...

>n.w.

Clearing


Garage

A big motorised garden roller is parked here.

>enter roller
You get into the garden roller.

>turn it on
You switch the garden roller on.


Now, the roller is indeed how we need to enter the maze, but first there's something I want to do.

>e

Clearing (in the garden roller)

>e

Family Tree (in the garden roller)

>e

Lawn Ornaments (in the garden roller)

Prominent amongst these is a plaster statuette, a bust of a woman.

Crunch! The garden roller ran into something there.


We'll check that out later. But first, let's check out the maze. As you may recall, it looks something like this.

Quote:
Originally Posted by Kahran042 View Post
>examine maze
The layout is roughly as follows:

Code:
    ###########################
    ...............###......###
    ######...###......###...###
    ###.........###.........###
    ######...##################
    ###...............###...###
    ############...############
So, let's try checking out that isolated area.

>w

Family Tree (in the garden roller)

>n

Maze (in the garden roller)
A maze of green privet passages, all alike.

The corridor runs north and south.

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


According to the map, that enclosed area would be north and east, so let's investigate.

>n

Quote:
Expatiate free o'er all this scene of man;
A mighty maze! but not without a plan.
-- Alexander Pope, "An Essay on Man"
Maze (in the garden roller)
A maze of green privet passages, all alike.

At this junction, the maze runs east, south and west.

>e

Maze (in the garden roller)
A maze of green privet passages, all alike.

You are hedged in and can only go back west.


Doesn't seem to be a way to get into there, unfortunately. But as long as we're in the maze, we might as well go through it.

>w

Maze (in the garden roller)
A maze of green privet passages, all alike.

At this junction, the maze runs east, south and west.

>w

Maze (in the garden roller)
A maze of green privet passages, all alike.

The corridor runs east and west.

>w

Maze (in the garden roller)
A maze of green privet passages, all alike.

At this junction, the maze runs north, east and west.

>n

Maze (in the garden roller)
A maze of green privet passages, all alike.

The corridor runs north and south.

>n

Maze (in the garden roller)
A maze of green privet passages, all alike.

This is a crossroads in the maze.

>n

Maze (in the garden roller)
A maze of green privet passages, all alike.

The corridor runs north and south.

>n

Maze (in the garden roller)
A maze of green privet passages, all alike.

At this junction, the maze runs east, south and west.

>w

Maze (in the garden roller)
A maze of green privet passages, all alike.

The corridor runs east and west.

>w

Maze (in the garden roller)
A maze of green privet passages, all alike.

The corridor runs east and west.

>w

Viewpoint Ledge (in the garden roller)
This flagstoned rampart on the hillside looks across the valley, down (unfortunately) to the motorway below. Coaches pass by, reminding you of the rapidly approaching time when visitors will have to be let in again for the summer. The only safe way to go is back east into the maze. To one side is a plaque.

A miniature plastic etching rests on the plaque.

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


"Famously difficult?" Yeah, right. Anyway, let's get a look at this place.

>stand
You get out of the garden roller.

Viewpoint Ledge

The garden roller sits here, its engine still running.

A miniature plastic etching rests on the plaque.


If there's a plaque, there's probably something written on it, so...

>read plaque
"This viewpoint, one of the finest in the county, was laid down by Capability Meldrew, a well-known landscape gardener of his day. It was intended as one of the rewards of the garden maze, and was constructed c. 1808 after an earlier folly on the site collapsed."


Ah, another Meldrew! Let's find out more about him.

>look up capability in history
"Capability" Meldrew (1761-1817) became a mildly celebrated landscape gardener, starting a brief fashion for crypts and memorials as garden ornaments (he claimed it was closer to nature). Very little of his work now survives. His real name, incidentally, was Willard.


No wonder he went by Capability, then. Anyway, might as well check out the rest of this stuff.

>examine etching
No larger than a playing card, it depicts the Folly which used to stand on the hillside outcrop.


Well, if it's the size of a playing card, then I can probably...

>take etching
(putting the steel wrench into the canvas rucksack to make room)
Taken.


And now, to check out what I ran over back in the Land of Lawn Ornaments.

>enter roller
You get into the garden roller.

>e

Maze (in the garden roller)

The corridor runs east and west.

>e

Maze (in the garden roller)
A maze of green privet passages, all alike.

The corridor runs east and west.

>e

Maze (in the garden roller)
A maze of green privet passages, all alike.

At this junction, the maze runs east, south and west.

>s

Maze (in the garden roller)
A maze of green privet passages, all alike.

The corridor runs north and south.

>s

Maze (in the garden roller)
A maze of green privet passages, all alike.

This is a crossroads in the maze.

>s

Maze (in the garden roller)
A maze of green privet passages, all alike.

The corridor runs north and south.

>s

Maze (in the garden roller)
A maze of green privet passages, all alike.

At this junction, the maze runs north, east and west.

>e

Maze (in the garden roller)
A maze of green privet passages, all alike.

The corridor runs east and west.

>e

Maze (in the garden roller)
A maze of green privet passages, all alike.

At this junction, the maze runs east, south and west.

>s

Maze (in the garden roller)
A maze of green privet passages, all alike.

The corridor runs north and south.

>s

Family Tree (in the garden roller)

>turn off roller
You switch the garden roller off.


I'm not actually sure if I need to do this, but it's still probably a good idea.

>stand
You get out of the garden roller.

Family Tree

A big motorised garden roller is parked here.

>e

Lawn Ornaments

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


A dark, ancient well? Creepy...so let's check it out!

>examine well
You can make out nothing below, and the well is too small to climb down.


Well, darn. But it might be important later. Anyway, I have a feeling I know how to get back into the house proper, but do you? We'll find out next time.

Unexplored paths:
East from Cellars.
West from Cellars.
North from Dark Shaft.

Puzzles:
Deciding what color daisy chain I want.
Finding a new battery for the torch.
Finding out the purpose of the word "lagach."
Getting back into the attic.
Getting into the hedged-in area of the maze.

Inventory:
You are carrying:
a miniature (of the folly that once stood at the exit of the maze)
a spade
a weed killer bottle
a hard wooden ball
some old gardeners' gloves (being worn)
a canvas rucksack (which is open, actually a bag of holding)
  • a steel wrench
  • a bird whistle
  • four Tarot cards: the Ace of Cups, Grim Reaper, Fool and Drowned Sailor
  • a silk handkerchief
  • a chicken wishbone
  • a guaranteed-unbreakable medicine bottle with a child-proof lock (which is closed, an antidote to some unknown drug or poison)
  • A nasty-looking red battery (very high voltage, too powerful for an ordinary torch)
  • a photographer's flash (which is open but empty)
  • a romantic novel (Coronets for the Cotton Girl, by Marie Swelldon)
  • a tourist map (of central Hamburg)
  • Hobson's classical dictionary
  • the History of the Meldrews (vol. II)
an electric torch (providing light and closed)

It is the afternoon of June 3rd, 1993, and you are in the gardens. You have so far scored 39 out of a possible 550, in 306 turns, giving you the rank of experienced Tourist.

Maps:
Meldrew Hall, attic:
Code:
e-c-b-h
 /| |
X j a-d
    |
    f
     \  |
    k-g-l
      | |
    n-i m
      |
      o
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 (dark cupboard which I need a new battery in my torch to enter)
m=Dead End
n=Library Storage
o=Souvenirs Room
X=game over

Meldrew Hall, cellar:
Code:
-a-
 |
a=Cellars (robot mouse, dumbwaiter to Dark Shaft)

Meldrew Hall, ???
Code:
|
a
a=Dark Shaft (dumbwaiter to Storage Room)

Meldrew Hall, gardens:
Code:
j-i-i-i-
      |
      i
      |
     -i-
      |
      i
      |
     -i-i-i-i
          |
          i
          |
      g-f-b-d-e
        |  \
        h   a-c
a=Garden Stream (closed coal bunker)
b=Family Tree (plane tree, up to Up the Plane Tree)
c=Beside the Wall (potted shrub)
d=Lawn Ornaments (dark well too small to enter; you are here)
e=Mosaic
f=Clearing
g=Garage (garden roller)
h=Vegetable Garden (runner bean plant)
i=Maze
j=Viewpoint Ledge (plaque)

Unreal City:
Code:
  g>b-c
    |
h-d-a-e>f
a=Unreal City
b=Shadowy Hallway (up to Consulting Room)
c=Bohemia
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 (only accessible after waving the silk handkerchief at d, saying "time" will take the protagonist to Garden Stream)

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)
Total: 5
  #88  
Old 02-28-2012, 07:19 AM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Open coal bunker. Dive into coal bunker.
  #89  
Old 02-28-2012, 06:27 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Quote:
Originally Posted by Gerad View Post
Open coal bunker. Dive into coal bunker.
Well, might as well give it a try.

>w.se.

Family Tree

A big motorised garden roller is parked here.


Garden Stream

On the house wall is a coal bunker, whose loading door is shut.

>open bunker
It seems to be locked.


Well, darn.

See, this is part of why I think I may have screwed myself over by going to the Unreal City too soon. But maybe someone else knows how to get back to the attic?
  #90  
Old 02-28-2012, 10:26 PM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Smash lock with wrench? I am determined to reuse this wrench.

Sorry if I'm monopolizing the suggestions!
< 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 >
Top