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#91
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You didn't (try to) drive the motorised roller to Mosaic!
See if you can do anything with that potted shrub next to the house wall. |
#92
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You're right, and I will now atone for my sin.
>w Family Tree 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. >e Lawn Ornaments (in the garden roller) The lawn is lightly coated with broken plaster and dust, and in the spot where the statuette once stood is a dark, ancient well. >e Philistine! How dare you try to drive a garden roller over a Roman mosaic. Plus, it probably wouldn't work very well, anyway. Let's try some of the other suggestions now. >turn off roller You switch the garden roller off. >stand You get out of the garden roller. Lawn Ornaments A big motorised garden roller is parked here. The lawn is lightly coated with broken plaster and dust, and in the spot where the statuette once stood is a dark, ancient well. >w Family Tree >se Garden Stream On the house wall is a coal bunker, whose loading door is shut. >smash lock with wrench You can't see any such thing. So it's probably locked from the inside. But let's investigate that potted plant further. >e Beside the Wall A shrub is being nursed in a wide round tub in the centre of the path, sheltered behind the wall. >look in tub You find nothing of interest. Well, nothing there. But maybe the shrub itself will be more interesting? >examine shrub You see nothing special about the potted shrub. Or not. But maybe there's something under the pot? >move tub Pushing the shrub a little aside reveals an unsightly old timber hatch, about three feet in diameter. Guess I'm not screwed after all. Thanks, schep! >open hatch The timber lid stands open beside the shrub, revealing the old barrel-hatch. And now, we have a new path open to us! >d Wine Cellars The wine cellars are now quite badly stocked, many of the hexagonal racks being home only to woodlice now. Much of what there is was laid in by your father and has corked. The barrel-shaft slants upwards to the north, and bright light floods in from the gardens above. And from here, we can get back to the attic! >w Cellars There is a little closed window-vent low in the north wall. In one corner is a dust-covered robot mouse. Uh-oh, the dumbwaiter's gone. Fortunately, there is a way to summon it. You may recall that there were wheels with handles in both the Storage Room and our current room. Now, normally, these wheels can't be turned. But if you operate the handles, using a somewhat unintuitive command... >turn wheel off You switch the wheel off. >turn wheel It spins round smoothly, and the dumbwaiter is hoisted into view. And now, it's smooth sailing back up to the attic! >enter dumbwaiter.pull ropes.pull ropes.stand. You get into the dumbwaiter. The dumbwaiter hangs on strong pulley ropes which stretch up and down from here. You heave yourself half-way up, and then need to stop for a rest. Dark Shaft (in the dumbwaiter) Halfway up, or else halfway down, and a dreary place it is too: nothing but a dark corridor leading north. The dumbwaiter hangs on strong pulley ropes which stretch up and down from here. You heave yourself up to the attic again... Storage Room (in the dumbwaiter) A disused storage room off the winery. In one wall is an opening onto an ominous dark shaft, and beside it is a big Victorian-steam-engine style wheel with a handle on. You can see a postcard of the Champs-Elysees and a crumpled piece of paper here. The dumbwaiter hangs on strong pulley ropes which stretch up and down from here. You get out of the dumbwaiter. Storage Room Inside the dark shaft is the old dumbwaiter. You can also see a postcard of the Champs-Elysees and a crumpled piece of paper here. And this is where I'll leave off. Next time, we request a daisy chain, and see if we can solve some of our other puzzles! Unexplored paths: West from Cellars. South 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 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)
It is the afternoon of June 3rd, 1993, and you are in Meldrew Hall. You have so far scored 39 out of a possible 550, in 328 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 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; you are here) 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-b | b=Wine Cellars (north/up to Beside the Wall) Meldrew Hall, ??? Code:
| a Meldrew Hall, gardens: Code:
j-i-i-i- | i | -i- | i | -i-i-i-i | i | g-f-b-d-e | \ h a-c b=Family Tree (plane tree, up to Up the Plane Tree) c=Beside the Wall (potted shrub, down to Wine Cellar) d=Lawn Ornaments (dark well too small to enter) 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 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; 02-29-2012 at 05:50 PM. Reason: Correcting way of leaving cellar. |
#93
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Quote:
>turn wheel It won't turn. Perhaps it's broken, or perhaps only rusty. >x wheel There is a concealed safety catch (poorly) hidden on the wheel. The wheel is currently switched on. >turn off catch You switch the wheel off. I'd like to see west of the Cellars. |
#94
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Well, as promised, I'm going to get that daisy chain first. First, to the potting room.
>w.w.w. Old Winery Austin, your incorrigible ginger cat, lounges around here. You can also see a labelled glass demijohn (which is empty) here. Austin purrs and licks one of his paws. Aunt Jemima's Lair The wireless fills the air with Jemima's favourite station, "Mild-n-Breezy FM", about which the least said the better. The radio plays a Hammond organ transcription of that hoary old favourite, "Oh Come All Ye Faithful". Potting Room Aunt Jemima, who has for years collected varieties of daisy, is engaged in her regular annual pastime of deciding which species make the best chains. Execrable music drifts in from the conservatory. Jemima hums along to a "lite-n-mellow" transcription of Dire Straits' "Tunnel Of Love". Now, the history book mentioned Helene Meldrew searching for the "perfect blue." But is that the right color? Only one way to find out... >say blue (to Jemima) "Right you are then, I'm sure I have some which are just right." After a moment she notices you're still here. "Come back later, it'll be done soon." You groan inwardly but force a sickly smile. Should have eaten the chocolates myself, you find yourself thinking. Jemima hums along to a synthesized travesty of the Beatles' "Lucy in the Sky with Diamonds".' Well, it'll take a while, so we'll have to come back later. While we're waiting, let's check out the area to the west of the cellar. >e.e.e.enter dumbwaiter.pull ropes.stand. Aunt Jemima's Lair The wireless fills the air with Jemima's favourite station, "Mild-n-Breezy FM", about which the least said the better. The radio plays an easy-listening rendition of Kylie Minogue's "I Should Be So Lucky". Old Winery You can see a labelled glass demijohn (which is empty) here. Storage Room Inside the dark shaft is the old dumbwaiter. You can also see a postcard of the Champs-Elysees and a crumpled piece of paper here. You get into the dumbwaiter. The dumbwaiter hangs on strong pulley ropes which stretch up and down from here. You begin moving, and then plummet, but friction gradually slows you down and you land without too much of a thump... Cellars (in the dumbwaiter) Cobwebbed old cellars. There is nothing to see except an opening in one wall onto a dark shaft, and a big Victorian-steam-engine style wheel beside it with a handle on. The cellar continues east-to-west and south. There is a little closed window-vent low in the north wall. In one corner is a dust-covered robot mouse. The dumbwaiter hangs on strong pulley ropes which stretch up and down from here. You get out of the dumbwaiter. Cellars Inside the dark shaft is the old dumbwaiter. There is a little closed window-vent low in the north wall. In one corner is a dust-covered robot mouse. And now, to the... >w Cellar West The west end of a disused and shadowy old cellar. It was bricked up when you were a child - you never did find out why. Perhaps the golden, jewelled staircase leading down into smoky mists to the south might be something to do with it. In the northwest wall is a heavy, imposing ironbound door. Certainly a heavy, imposing ironbound door wouldn't be locked or anything, so... >open door It seems to be locked. Well, that wasn't exactly surprising. I have a feeling that this would be a good place to end this update, so that's what I'll do. So, next time, do you want me to explore this mysterious staircase, the remaining path in the cellar, the Dark Shaft, or forgo all of these and see if we can find a new battery for the torch? Unexplored paths: South from Cellars. Down from Cellar West. North from Dark Shaft. Puzzles: Deciding what color daisy chain I want. Currently a blue one is being made. Finding a new battery for the torch. Finding out the purpose of the word "lagach." 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)
It is the afternoon of June 3rd, 1993, and you are in Meldrew Hall. You have so far scored 39 out of a possible 550, in 340 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 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; you are here) 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 (slide projector...sorry for not including this on earlier map keys) X=game over Meldrew Hall, cellar: Code:
c-a-b | b=Wine Cellars (north/up to Beside the Wall) c=Cellar West (you are here; locked door leading northwest, down to...?) Meldrew Hall, ??? Code:
| a Meldrew Hall, gardens: Code:
j-i-i-i- | i | -i- | i | -i-i-i-i | i | g-f-b-d-e | \ h a-c b=Family Tree (plane tree, up to Up the Plane Tree) c=Beside the Wall (potted shrub, down to Wine Cellar) d=Lawn Ornaments (dark well too small to enter) 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 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; 03-02-2012 at 07:03 AM. |
#95
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I vote for the mysterious staircase, then the other basement path.
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#96
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The mysterious staircase sounds like a good place to start. Though you might want to find a new battery for the torch first... not sure where that would be, though.
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#97
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I am not surprised that both of the votes today have requested that I explore the mysterious staircase. So...
>d Hellish Place Hell, you always imagined, would contain fiery, sulphurous pits and a great many gentlemen with forked tails. You were right about the last part. A demon is sitting behind a flame-proofed desk at the bottom of the stairs. There are some disconcerting screams from further away, but nothing to worry about. Not in this life, anyway. "Good afternoon," says the demon with a memorable smile. "As a reward for your naked greed, may I welcome you to our little information service. We try to be as helpful as possible to explorers who are lost, or can't think how to solve their problems, you know the kind of thing. So just tell me what you want to know, or show me something to look at. You get the usual three hints." This is pretty much a place where you can ask the demon about things. However, being a demon, he'll always lie. If there's anything you want me to ask him about, feel free to let me know - that "three hint" thing is pretty much rendered meaningless by the restore and undo commands. Anyway, there's no real reason to be down here, so let's explore that last cellar passage. >u Cellar West In the northwest wall is a heavy, imposing ironbound door. >e Cellars Inside the dark shaft is the old dumbwaiter. There is a little closed window-vent low in the north wall. In one corner is a dust-covered robot mouse. >s Cellars South The bricking-up of this cellar seems incomplete, because there is a hole about ten or eleven inches across in the west wall. You peer at this with interest but nothing is within reach inside, and it is far too small for you to wriggle through. The cellars go back north, and so, it would appear, do you. Well, not much here, and that's all the suggestions for today, so I'll end this update here. By the way, I will say right now that finding the new battery is very unintuitive, so how do people feel about me just showing you how it's done next time? Unexplored paths: North from Dark Shaft. Puzzles: Deciding what color daisy chain I want. Currently a blue one is being made. Finding a new battery for the torch. Finding out the purpose of the word "lagach." 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)
It is the afternoon of June 3rd, 1993, and you are in Meldrew Hall. You have so far scored 39 out of a possible 550, in 344 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 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; you are here) 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 (slide projector...sorry for not including this on earlier map keys) X=game over Meldrew Hall, cellar: Code:
c-a-b | d b=Wine Cellars (north/up to Beside the Wall) c=Cellar West (locked door leading northwest, down to Hellish Place) d=Cellars South (you are here; hole in wall) Meldrew Hall, ??? Code:
| a Meldrew Hall, gardens: Code:
j-i-i-i- | i | -i- | i | -i-i-i-i | i | g-f-b-d-e | \ h a-c b=Family Tree (plane tree, up to Up the Plane Tree) c=Beside the Wall (potted shrub, down to Wine Cellar) d=Lawn Ornaments (dark well too small to enter) 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 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 |
#98
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Ask about the crumpled piece of paper.
Ask about England. Ask about... himself. |
#99
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Quote:
Quote:
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#100
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Err...look in the old insulation rolls? We can also see if the demon has anything to say about the torch or new battery.
About the gap in the basement wall, let's stick the spade/wrench in and see if anything happens. |
#101
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Since we're already in the basement, we might as well get the things in there out of the way. First, though, there's something I've been meaning to do for a while, but that I've just spaced on.
>get red battery (putting the hard wooden ball 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. And now the flash is usable, if we can ever find a place where we need a flash without a camera. But what are the odds of that? Now, to follow the will of my readers. Since we're in the area with the gap... >get wrench (putting the weed killer bottle into the canvas rucksack to make room) It's a wrench, but you take it. >put it in hole Nothing is to be gained by this. And I seriously doubt that a garden spade will fit in a hole that's less than a foot across, but... >put spade in hole Nothing is to be gained by this. Not especially surprising, that. Now, to consult our demonic buddy for advice. By the way, when I ask the demon something, assume that I undo afterwards in order to avoid exhausting my hints. >n Cellars Inside the dark shaft is the old dumbwaiter. There is a little closed window-vent low in the north wall. In one corner is a dust-covered robot mouse. >w Cellar West In the northwest wall is a heavy, imposing ironbound door. >d Hellish Place "Thought what you wanted to ask yet?" says the demon. >ask demon about crumpled paper "That's not something I am empowered to answer," says the demon with a nervous glance behind him. "Try something else." There is a horrid grinding noise from far away. I'm not positive, but I think that that's just a canned response for if you ask about something useless. It's also what he says if you ask him about England. But if you ask him about himself... >ask demon about demon "That's a question you'd better put to my colleague in the Other Place," says the demon smoothly. "Try something else." Hmm, so there's the Other Place, too. But let's ask him about the other things. >ask demon about torch "It's no use poking about on the attic floor for fresh torch batteries, because there aren't any." He also says this if you ask him about the battery, if you're wondering. Anyway, since the demon always lies, and he said pretty much not to check the attic, it's obvious that we'll have to check the attic. So... >u Cellar West In the northwest wall is a heavy, imposing ironbound door. >e Cellars Inside the dark shaft is the old dumbwaiter. There is a little closed window-vent low in the north wall. In one corner is a dust-covered robot mouse. >enter dumbwaiter You get into the dumbwaiter. The dumbwaiter hangs on strong pulley ropes which stretch up and down from here. >pull ropes You heave yourself half-way up, and then need to stop for a rest. Dark Shaft (in the dumbwaiter) Halfway up, or else halfway down, and a dreary place it is too: nothing but a dark corridor leading north. The dumbwaiter hangs on strong pulley ropes which stretch up and down from here. >g You heave yourself up to the attic again... Storage Room (in the dumbwaiter) A disused storage room off the winery. In one wall is an opening onto an ominous dark shaft, and beside it is a big Victorian-steam-engine style wheel with a handle on. You can see a postcard of the Champs-Elysees and a crumpled piece of paper here. The dumbwaiter hangs on strong pulley ropes which stretch up and down from here. >stand You get out of the dumbwaiter. Storage Room Inside the dark shaft is the old dumbwaiter. You can also see a postcard of the Champs-Elysees and a crumpled piece of paper here. As long as I'm up here, I might as well pick up my daisy chain. >w Old Winery You can see a labelled glass demijohn (which is empty) here. >w Aunt Jemima's Lair Austin, your incorrigible ginger cat, lounges around here. The wireless fills the air with Jemima's favourite station, "Mild-n-Breezy FM", about which the least said the better. The radio plays a choral rendition of the Bugs Bunny theme tune. >w Potting Room Aunt Jemima, who has for years collected varieties of daisy, is engaged in her regular annual pastime of deciding which species make the best chains. Execrable music drifts in from the conservatory. Jemima hums along to a "lite-n-mellow" version of Derek and the Dominos' "Layla". >z Time passes. Jemima hums along to a light orchestra travesty of the old Elvis Presley number "Jailhouse Rock". "There we are! All done now." Jemima hangs a daisy chain around your neck, then frowns and adjusts your hair in an exceedingly annoying way. [Your score has just gone up by two points.] Now that that's cleared up, let's follow the demon's advice and search the attic for a new battery. schep brought up the idea of checking the East Annexe, and Gerad elaborated further by suggesting that I search the insulation rolls, but there's no way that it would have anything to do with something that's barely mentioned and is so obviously just a scenery element. Still, might as well check it out. >e Aunt Jemima's Lair Austin, your incorrigible ginger cat, lounges around here. The wireless fills the air with Jemima's favourite station, "Mild-n-Breezy FM", about which the least said the better. Austin strolls away to the potting room. The radio plays an easy-listening rendition of the Dallas theme tune. >e Old Winery You can see a labelled glass demijohn (which is empty) here. >s Attic A hinged trapdoor in the floor stands open, and light streams in from below. >s Old Furniture You can see some wrapping paper with reindeer on here. >se Over the East Wing >e East Annexe In the north wall is an open cupboard door, large enough to step inside. >search insulation You uncover a shiny new battery. It must have been dropped by accident when the loft insulation was being done. [Your score has just gone up by three points.] Oh. My. DOYC. Seriously, this is one of the least intuitive puzzles in the history of interactive fiction. Not only is the insulation not mentioned in the brief or superbrief descriptions of the East Annexe, but there's no real reason to imagine that it would be searchable, since it comes across as being more scenery than anything. End rant. By the way, you can't search the insulation unless you're wearing the gardening gloves. Now, to do something I've wanted to do for quite a while. >open torch The torch goes out as you open the battery compartment. >take smudged then drop it (putting the electric torch into the canvas rucksack to make room) Taken. Dropped. >put new battery in torch You need to be holding it before you can put it into something else. Whoops...I was so excited about finding the new battery that I forgot to pick it up. Might as well fix that. >get new battery Taken. >put new battery in torch You put the new-looking battery into the electric torch. >close torch You close the battery compartment of the torch, and it lights up brightly. [Your score has just gone up by seven points.] And now, to finally explore the Forbidden Cupboard of Mystery! >n Inside Cupboard This is a surprisingly spacious cupboard, which you can't recall ever visiting before today. You really ought to use this convenient empty room for something... A large painting of Mad Isaac Meldrewe, your eighteenth-century ancestor, is propped up against the west wall. Above you is a blacked-out skylight with a crank handle. You can also see a gas mask here. Well, this is quite an impressive room, with lots of stuff that warrants further exploration, but first, there's a new Meldrew to look up! >look up isaac in history Mad Isaac (1705-1792) went in for mystic experiments of all kinds, and was a noted antiquarian. He believed that the Meldrew family had an ancestral curse, dooming each member to undertake a futile quest. The only way to break the curse, he thought, was for one of them to actually succeed... unfortunately he died in peculiar circumstances before finding out how. Then again, he also believed that King Arthur's wizard Merlin was buried not in a Tintagel cave, as is usually claimed, but somewhere in the back garden (near where the motorway is now), and that the moon is a giant pair of black and white discs towed through the night sky by a team of angels. That makes sense. There's Peter's hunt for that one missing detail in his history of the Meldrew family, and Roger's National Sewerage Plan, and Ebenezer's search for the legendary river, and Helene's wanting to find the "perfect blue," and even Aunt Jemima's quest for the perfect daisy chain. Apparently, our hero's futile quest is the search for a tourist map of Paris. Next time, we explore this cupboard more thoroughly. See you then! Puzzles: Deciding what color daisy chain I want. We have a blue one, but is that the right color? Finding out the purpose of the word "lagach." Getting into the hedged-in area of the maze. Inventory: a daisy chain (around your neck, made from blue daisies) a steel wrench a miniature (of the folly that once stood at the exit of the maze) a spade some old gardeners' gloves (being worn) a canvas rucksack (which is open, actually a bag of holding)
Score: This is the afternoon of June 3rd, 1993, and you are in Meldrew Hall. You have so far scored 51 out of a possible 550, in 379 turns, giving you the rank of cynical Tourist. Maps: Meldrew Hall, attic: Code:
e-c-b-h /| | X j a-d | f p \ | k-g-l | | n-i m | o 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; you are here) i=Disused Observatory (glass ball on telescope stand, smoke detector) j=Airing Cupboard k=Dark Room l=East Annexe m=Dead End n=Library Storage o=Souvenirs Room (slide projector) p=Inside Cupboard (you are here; portrait of Mad Isaac Meldrewe, gas mask, skylight with crank handle) X=game over Meldrew Hall, cellar: Code:
c-a-b | d b=Wine Cellars (north/up to Beside the Wall) c=Cellar West (locked door leading northwest, down to Hellish Place) d=Cellars South (you are here; hole in wall) Meldrew Hall, ??? Code:
| a Meldrew Hall, gardens: Code:
j-i-i-i- | i | -i- | i | -i-i-i-i | i | g-f-b-d-e | \ h a-c b=Family Tree (plane tree, up to Up the Plane Tree) c=Beside the Wall (potted shrub, down to Wine Cellar) d=Lawn Ornaments (dark well too small to enter) 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 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; 03-04-2012 at 02:12 AM. |
#102
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Today, we explore the cupboard! First, let's get a good look at some of the stuff in here.
>examine painting It used to hang in the downstairs landing, and the red, deranged eyes annoyed everybody who passed. Then Aunt Jemima picked up the ridiculous idea that it was by Sir Joshua Reynolds and had it valued. Happily it wasn't and, to cut a long story long, it ended up here. >examine skylight It was painted out black during the first wave of Zeppelin air raids in World War I. This is completely irrelevant, but you did ask. >examine mask You see nothing special about the gas mask. Now, to take anything that's not nailed down. >take all painting of Mad Isaac Meldrewe: Taken. (There's a fireplace behind it, by the way.) cranked skylight: That's fixed in place. gas mask: (putting the spade into the canvas rucksack to make room) Taken. As you may recall, the skylight had a crank handle. So let's try turning it. >turn crank With a horrid creaking noise, the crank winds open the skylight, flooding the room with sunshine. Taking the painting revealed a fireplace, so let's get a good look at it. >examine fireplace The big iron fireplace is empty. Well, at least we know it's big. And with that, this update ends. Where to from here? Unexplored paths: Up from Inside Cupboard. North from Dark Shaft. Puzzles: Deciding what color daisy chain I want. We have a blue one, but is that the right color? Finding out the purpose of the word "lagach." Getting into the hedged-in area of the maze. Inventory: a gas mask a painting of Mad Isaac Meldrewe a daisy chain (around your neck, made from blue daisies) a steel wrench a miniature (of the folly that once stood at the exit of the maze) some old gardeners' gloves (being worn) a canvas rucksack (which is open, actually a bag of holding)
Score: This is the afternoon of June 3rd, 1993, and you are in Meldrew Hall. You have so far scored 51 out of a possible 550, in 385 turns, giving you the rank of cynical Tourist. Maps: Meldrew Hall, attic: Code:
e-c-b-h /| | X j a-d | f p \ | k-g-l | | n-i m | o 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; you are here) i=Disused Observatory (glass ball on telescope stand, smoke detector) j=Airing Cupboard k=Dark Room l=East Annexe m=Dead End n=Library Storage o=Souvenirs Room (slide projector) p=Inside Cupboard (you are here; big iron fireplace, open skylight with crank handle, up to...?) X=game over Meldrew Hall, cellar: Code:
c-a-b | d b=Wine Cellars (north/up to Beside the Wall) c=Cellar West (locked door leading northwest, down to Hellish Place) d=Cellars South (you are here; hole in wall) Meldrew Hall, ??? Code:
| a Meldrew Hall, gardens: Code:
j-i-i-i- | i | -i- | i | -i-i-i-i | i | g-f-b-d-e | \ h a-c b=Family Tree (plane tree, up to Up the Plane Tree) c=Beside the Wall (potted shrub, down to Wine Cellar) d=Lawn Ornaments (dark well too small to enter) 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 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; 03-05-2012 at 04:39 AM. |
#103
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Well, since no one has offered any suggestions for a few days, I decided to offer some hints as to things to do.
First of all, there are the two unexplored passages, north from the Dark Shaft and up from Inside Cupboard. There's a robot mouse in the basement that we haven't done anything with yet. There's also a small hole in the South Cellar that no human could access, but Graham wouldn't have put anything in the game without a purpose for it. Slide projectors can display more than just slides. And with these hints and the list of puzzles in the last post, hopefully the LP can go on. |
#104
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I'm admittedly reaching here...
Use weed killer on hedge maze Look up "lagach" in family history Explore unexplored paths |
#105
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I bet we could use that robot mouse to get into the hole in the South Cellar, but I'm not sure how to go about it. Maybe someone else has an idea?
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#106
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Enter the fireplace, examine the walls, push them? I guess "Try and find a secret passageway in the fireplace" is what I'm trying to say.
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#107
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Guess that my hint post was just the jump-start that this thread needed. So, let's try some of those things! First, let's look up "lagach." Although it's a magic word, and not a name, it's worth a try.
>look up lagach in history Annoyingly there's no index (there was going to be a consolidated one in vol. I) and you can't find what you want. This is just canned text meaning that it's not in the history. Since we're in the cupboard, let's check out the fireplace next. >enter fireplace Chimney The chimney is cramped, sooty, unpleasant and has no floor to speak of, so you are held up only by jamming your feet against the walls. To the east, through the fireplace, is the cupboard. Wedged loosely in beside you is a sooty old stick. Oh, boy! A sooty old stick! >take stick There's not enough room in this confined space to do anything much! Oh. Well, there's no floor, so... >d It's too narrow a squeeze for you at present. Which implies that it might not be too narrow a squeeze later. Next stop, the cellar, to try out RoboRatty. >e Inside Cupboard There is a big iron fireplace in the west wall. The skylight above is open, and the sky does indeed light the room. >s East Annexe In the north wall is an open cupboard door, large enough to step inside. You can also see an old smudged battery here. >w Over the East Wing >nw Old Furniture You can see some wrapping paper with reindeer on here. >n Attic A hinged trapdoor in the floor stands open, and light streams in from below. >n Old Winery Austin, your incorrigible ginger cat, lounges around here. You can also see a labelled glass demijohn (which is empty) here. Austin tiptoes away to the conservatory. >e Storage Room Inside the dark shaft is the old dumbwaiter. You can also see a postcard of the Champs-Elysees and a crumpled piece of paper here. >enter dumbwaiter You get into the dumbwaiter. The dumbwaiter hangs on strong pulley ropes which stretch up and down from here. >pull ropes You begin moving, and then plummet, but friction gradually slows you down and you land without too much of a thump... Cellars (in the dumbwaiter) Cobwebbed old cellars. There is nothing to see except an opening in one wall onto a dark shaft, and a big Victorian-steam-engine style wheel beside it with a handle on. The cellar continues east-to-west and south. There is a little closed window-vent low in the north wall. In one corner is a dust-covered robot mouse. The dumbwaiter hangs on strong pulley ropes which stretch up and down from here. >stand You get out of the dumbwaiter. Cellars Inside the dark shaft is the old dumbwaiter. There is a little closed window-vent low in the north wall. In one corner is a dust-covered robot mouse. >get mouse (putting the miniature into the canvas rucksack to make room) Taken. >s Cellars South >drop mouse Dropped. Now, the mouse can be carried, but maybe it can respond to voice commands? Let's give it a try. >mouse, go south The mouse runs off as ordered. Aha! It does! Now, to the hole! >s Cellars South You can see a robot mouse here. >mouse, go west Quote:
This is a maze, and a rather annoying one without even a map. In order to get the mouse through it, you have to give the hole orders so that the mouse can hear them in the hole. Since I'm not a sadist, I'll finish this off for you. >hole, go west From somewhere inside the hole, you hear tiny wheels spin. >hole, go west From somewhere inside the hole, you hear tiny wheels spin. >hole, go west From somewhere inside the hole, you hear tiny wheels spin. >hole, go north From somewhere inside the hole, you hear tiny wheels spin. >nole, go west You seem to want to talk to someone, but I can't see whom. >hole, go west From somewhere inside the hole, you hear tiny wheels spin. >hole, go north Quote:
Seems like we've reached the goal of the maze. Now to get TechnoSqueek out of there so we can find out what he found. >hole, go south From somewhere inside the hole, you hear tiny wheels spin. >hole, go east From somewhere inside the hole, you hear tiny wheels spin. >hole, go south From somewhere inside the hole, you hear tiny wheels spin. >hole, go east From somewhere inside the hole, you hear tiny wheels spin. >hole, go east From somewhere inside the hole, you hear tiny wheels spin. >hole, go east From somewhere inside the hole, you hear tiny wheels spin. >hole, go east Quote:
And so, one of our first problems is solved! Unfortunately, we have no idea what this key actually unlocks. But let's take it first. >take key (putting the miniature into the canvas rucksack to make room) Taken. >examine key Brass is of course a non-magnetic copper-zinc alloy, so presumably this key also contains iron. Nice touch, there. Anyway, now to explore the Dark Shaft. >n Cellars Inside the dark shaft is the old dumbwaiter. There is a little closed window-vent low in the north wall. >enter dumbwaiter You get into the dumbwaiter. The dumbwaiter hangs on strong pulley ropes which stretch up and down from here. >pull rope You heave yourself half-way up, and then need to stop for a rest. Dark Shaft (in the dumbwaiter) Halfway up, or else halfway down, and a dreary place it is too: nothing but a dark corridor leading north. The dumbwaiter hangs on strong pulley ropes which stretch up and down from here. >stand You get out of the dumbwaiter. Dark Shaft Inside the dark shaft is the old dumbwaiter. >n Dark Passage A passage which slants very slightly down to the south, which is full of coal dust, to which you are unfortunately allergic. Not somewhere to linger. There is a shallow sandstone recess in the east wall. At the north end is a closed metal door. Gulp...allergies. But let's try that door. >open door The coal dust makes you cough and splutter, and your eyes stream. You are unable to concentrate on doing anything here. Well, darn. Let's get back to the attic and explore the skylight. >s Dark Shaft Inside the dark shaft is the old dumbwaiter. >enter dumbwaiter You get into the dumbwaiter. The dumbwaiter hangs on strong pulley ropes which stretch up and down from here. >pull rope You heave yourself up to the attic again... Storage Room (in the dumbwaiter) A disused storage room off the winery. In one wall is an opening onto an ominous dark shaft, and beside it is a big Victorian-steam-engine style wheel with a handle on. You can see a postcard of the Champs-Elysees and a crumpled piece of paper here. The dumbwaiter hangs on strong pulley ropes which stretch up and down from here. >stand You get out of the dumbwaiter. Storage Room Inside the dark shaft is the old dumbwaiter. You can also see a postcard of the Champs-Elysees and a crumpled piece of paper here. >w Old Winery You can see a labelled glass demijohn (which is empty) here. >s Attic Austin, your incorrigible ginger cat, lounges around here. A hinged trapdoor in the floor stands open, and light streams in from below. Austin looks ineffable again. >s Old Furniture You can see some wrapping paper with reindeer on here. >se Over the East Wing >e East Annexe In the north wall is an open cupboard door, large enough to step inside. You can also see an old smudged battery here. >n Inside Cupboard There is a big iron fireplace in the west wall. The skylight above is open, and the sky does indeed light the room. >u Roof This is a recessed area of the roof, open to the skies but screened from below. There used to be a flagpole here, but not any more. An open skylight leads down, and a fairly safe catwalk leads northwest. However, the red-tiled roof is vertiginous and you have vertigo, which makes it especially annoying that there's an odd little balcony too far away to the south. Well, at least there's a path...but there's one more request to take on. So... >d Inside Cupboard There is a big iron fireplace in the west wall. The skylight above is open, and the sky does indeed light the room. >s East Annexe In the north wall is an open cupboard door, large enough to step inside. You can also see an old smudged battery here. >w Over the East Wing >nw Old Furniture You can see some wrapping paper with reindeer on here. >n Attic A hinged trapdoor in the floor stands open, and light streams in from below. >n Old Winery You can see a labelled glass demijohn (which is empty) here. >e Storage Room Inside the dark shaft is the old dumbwaiter. You can also see a postcard of the Champs-Elysees and a crumpled piece of paper here. >enter dumbwaiter You get into the dumbwaiter. The dumbwaiter hangs on strong pulley ropes which stretch up and down from here. >pull rope You begin moving, and then plummet, but friction gradually slows you down and you land without too much of a thump... Cellars (in the dumbwaiter) Cobwebbed old cellars. There is nothing to see except an opening in one wall onto a dark shaft, and a big Victorian-steam-engine style wheel beside it with a handle on. The cellar continues east-to-west and south. There is a little closed window-vent low in the north wall. The dumbwaiter hangs on strong pulley ropes which stretch up and down from here. >stand You get out of the dumbwaiter. Cellars Inside the dark shaft is the old dumbwaiter. There is a little closed window-vent low in the north wall. >e Wine Cellars >u The barrel-shaft is too steep to climb. You were lucky enough not to break your neck on the way down. Unfortunately, it seems our path back from the gardens was one-way. So, looks like that's it for now, especially since the book of poetry I used to reach the Unreal City seems to have vanished into the ether. OK, I checked using another new command in this game, "objects," which lists everything you've handled and where it is. It seems that the poetry book is in the Servant's Room. So, it's not quite over yet! >w Cellars Inside the dark shaft is the old dumbwaiter. There is a little closed window-vent low in the north wall. >enter dumbwaiter You get into the dumbwaiter. The dumbwaiter hangs on strong pulley ropes which stretch up and down from here. >pull ropes You heave yourself half-way up, and then need to stop for a rest. Dark Shaft (in the dumbwaiter) Halfway up, or else halfway down, and a dreary place it is too: nothing but a dark corridor leading north. The dumbwaiter hangs on strong pulley ropes which stretch up and down from here. >g You heave yourself up to the attic again... Storage Room (in the dumbwaiter) A disused storage room off the winery. In one wall is an opening onto an ominous dark shaft, and beside it is a big Victorian-steam-engine style wheel with a handle on. You can see a postcard of the Champs-Elysees and a crumpled piece of paper here. The dumbwaiter hangs on strong pulley ropes which stretch up and down from here. >stand You get out of the dumbwaiter. Storage Room Inside the dark shaft is the old dumbwaiter. You can also see a postcard of the Champs-Elysees and a crumpled piece of paper here. >w Old Winery You can see a labelled glass demijohn (which is empty) here. >s Attic A hinged trapdoor in the floor stands open, and light streams in from below. Austin tiptoes in from the servant's bedroom. >e Servant's Room An old striped scarf hangs up behind the doorway. You can also see a book of Twenties poetry here. >get book (the book of Twenties poetry) (putting the steel wrench into the canvas rucksack to make room) Taken. >read it Publishers talk a lot of nonsense about readers being transported away by books, but somehow you have arrived in the... 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. You can almost make out the pleasant whining of a mandoline from a faraway bar. >w Down by River Moored close to the bank is a glass-roofed tourist boat. >w On board the Phlebas 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." >say time (to the hollow man) You lose all sense of time and place as the boat drifts down river... It comes as a considerable relief to your befuddled nerves when the man helps you off the boat again, and you find yourself: 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. >nw Family Tree >e Lawn Ornaments A big motorised garden roller is parked here. The lawn is lightly coated with broken plaster and dust, and in the spot where the statuette once stood is a dark, ancient well. >enter roller You get into the garden roller. >turn it on You switch the garden roller on. >w Family Tree (in the garden roller) >n Maze (in the garden roller) 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. >e Maze (in the garden roller) A maze of green privet passages, all alike. You are hedged in and can only go back west. >squeeze bottle Which do you mean, the weed killer bottle or the guaranteed-unbreakable medicine bottle with a child-proof lock? >weed A stream of weed-killer soaks into the earth, and does nothing obvious. Well, that was pointless. Shame, really. So, I'm restoring back to the Wine Cellar to avoid having taken that pointless detour. Where to next time? Unexplored paths: Northwest from Roof. Puzzles: Deciding what color daisy chain I want. We have a blue one, but is that the right color? Finding out the purpose of the word "lagach." Getting into the hedged-in area of the maze. Finding a way to fit through the chimney in the cupboard. Protecting myself from the coal dust in the Dark Passage. Inventory: a small brass key a gas mask a painting of Mad Isaac Meldrewe a daisy chain (around your neck, made from blue daisies) a steel wrench some old gardeners' gloves (being worn) a canvas rucksack (which is open, actually a bag of holding)
Score: This is the afternoon of June 3rd, 1993, and you are in Meldrew Hall. You have so far scored 51 out of a possible 550, in 446 turns, giving you the rank of cynical Tourist. Maps: Meldrew Hall, attic: Code:
e-c-b-h /| | X j a-d | f q-p \ | k-g-l | | n-i m | o 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 n=Library Storage o=Souvenirs Room (slide projector) p=Inside Cupboard (you are here; big iron fireplace, open skylight with crank handle, up to Roof) q=Chimney (sooty old stick, down to...?) X=game over Meldrew Hall, cellar: Code:
c-a-b | d b=Wine Cellars (you are here) c=Cellar West (locked door leading northwest, down to Hellish Place) d=Cellars South (robot mouse, hole in wall) Meldrew Hall, ??? Code:
b | a b=Dark Passage (metal door leading to...?) Meldrew Hall, gardens: Code:
j-i-i-i- | i | -i- | i | -i-i-i-i | i | g-f-b-d-e | \ h a-c 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) e=Mosaic f=Clearing g=Garage (garden roller) h=Vegetable Garden (runner bean plant) i=Maze j=Viewpoint Ledge (plaque) Meldrew Hall, roof: Code:
\ a Unreal City: Code:
g>b-c | h-d-a-e>f 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 (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 |
#108
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This is going to be crazy and obviously wrong, but maybe for the bonus material: the burning-down-the-attic death can presumably only happen in the attic, so what happens if you put the nasty red battery in the torch somewhere else?
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#109
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Let's put on the gas mask before trying to open the door in the coal-dusty area.
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#110
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I'm curious about trying to burn down the garden or the unreal city, but I'm also curious if you can start a fire in the fireplace/chimney that way. Also, can anything we have be used to get that sooty stick out? Maybe the wooden ball or the spade?
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#111
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Quote:
>close torch You close the battery compartment of the torch, and it explodes with light, becomes hot enough to melt, falls from your grasp and perishes away to nothing. 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". Now, after restoring stealth-recovering the book of poetry for future use, let's try opening the door while wearing the gas mask. >w Attic A hinged trapdoor in the floor stands open, and light streams in from below. Austin leaps in from the servant's bedroom. >n Old Winery You can see a labelled glass demijohn (which is empty) here. >e Storage Room Inside the dark shaft is the old dumbwaiter. You can also see a postcard of the Champs-Elysees and a crumpled piece of paper here. >enter dumbwaiter You get into the dumbwaiter. The dumbwaiter hangs on strong pulley ropes which stretch up and down from here. >pull ropes You begin moving, and then plummet, but friction gradually slows you down and you land without too much of a thump... Cellars (in the dumbwaiter) Cobwebbed old cellars. There is nothing to see except an opening in one wall onto a dark shaft, and a big Victorian-steam-engine style wheel beside it with a handle on. The cellar continues east-to-west and south. There is a little closed window-vent low in the north wall. The dumbwaiter hangs on strong pulley ropes which stretch up and down from here. >g You heave yourself half-way up, and then need to stop for a rest. Dark Shaft (in the dumbwaiter) Halfway up, or else halfway down, and a dreary place it is too: nothing but a dark corridor leading north. The dumbwaiter hangs on strong pulley ropes which stretch up and down from here. >stand You get out of the dumbwaiter. Dark Shaft Inside the dark shaft is the old dumbwaiter. >wear gas mask After a brief ecstasy of fumbling, you pull it on. It smells unpleasantly of World War II leftover cork. If you're wondering, I had to put it on here since I can't even put the mask on in the Dark Passage. >n Dark Passage There is a shallow sandstone recess in the east wall. At the north end is a closed metal door. >open door It seems to be locked. Hmm, I wonder... >unlock door with brass key You unlock the metal door. >open door You open the metal door. Now, to go through the newly-opened door! >n Garden Stream On the house wall is a coal bunker, whose door stands open. And with this, we can get from the indoor areas to the garden without using the poetry book! As I mentioned earlier, I can't really do anything inside the chimney, so looks like that's it for this update. Until next time! Unexplored paths: Northwest from Roof. Puzzles: Deciding what color daisy chain I want. We have a blue one, but is that the right color? Finding out the purpose of the word "lagach." Getting into the hedged-in area of the maze. Finding a way to fit through the chimney in the cupboard. Inventory: a book of Twenties poetry (transports me to the Unreal City when read) a small brass key (unlocks the door from Dark Passage to Garden Stream) a gas mask a painting of Mad Isaac Meldrewe a daisy chain (around your neck, made from blue daisies) some old gardeners' gloves (being worn) a canvas rucksack (which is open, actually a bag of holding)
Score: It is the afternoon of June 3rd, 1993, and you are in the gardens. You have so far scored 51 out of a possible 550, in 469 turns, giving you the rank of cynical Tourist. Maps: Meldrew Hall, attic: Code:
e-c-b-h /| | X j a-d | f q-p \ | k-g-l | | n-i m | o 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 n=Library Storage o=Souvenirs Room (slide projector) p=Inside Cupboard (you are here; big iron fireplace, open skylight with crank handle, up to Roof) q=Chimney (sooty old stick, down to...?) X=game over Meldrew Hall, cellar: Code:
c-a-b | d b=Wine Cellars c=Cellar West (locked door leading northwest, down to Hellish Place) d=Cellars South (robot mouse, hole in wall) Meldrew Hall, gardens and shaft area: Code:
j-i-i-i- | i | -i- | i | -i-i-i-i | i | g-f-b-d-e | \ h a-c | l | k 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) e=Mosaic 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 Meldrew Hall, roof: Code:
\ a Unreal City: Code:
g>b-c | h-d-a-e>f 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 (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 |
#112
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Amazing, the literary references in this game.
An ecstasy of fumbling, Fitting the clumsy helmets just in time But someone still was yelling out and stumbling, And flound'ring like a man in fire or lime . . . |
#113
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After another reply-drought, I'm going to use my LPer's privilege to explore the one unexplored path, northwest from the roof. So...
>s Dark Passage There is a shallow sandstone recess in the east wall. At the north end is a metal door, standing open. >s Dark Shaft Inside the dark shaft is the old dumbwaiter. >enter dumbwaiter You get into the dumbwaiter. The dumbwaiter hangs on strong pulley ropes which stretch up and down from here. >pull ropes You heave yourself up to the attic again... Storage Room (in the dumbwaiter) A disused storage room off the winery. In one wall is an opening onto an ominous dark shaft, and beside it is a big Victorian-steam-engine style wheel with a handle on. You can see a postcard of the Champs-Elysees and a crumpled piece of paper here. The dumbwaiter hangs on strong pulley ropes which stretch up and down from here. >stand You get out of the dumbwaiter. Storage Room Inside the dark shaft is the old dumbwaiter. You can also see a postcard of the Champs-Elysees and a crumpled piece of paper here. >w Old Winery You can see a labelled glass demijohn (which is empty) here. >s Attic A hinged trapdoor in the floor stands open, and light streams in from below. Austin sidles in from the servant's bedroom. >s Old Furniture You can see some wrapping paper with reindeer on here. >se Over the East Wing >e East Annexe In the north wall is an open cupboard door, large enough to step inside. You can also see an old smudged battery here. >n Inside Cupboard There is a big iron fireplace in the west wall. The skylight above is open, and the sky does indeed light the room. >u Roof >nw Battlements The old crenellated battlements of the house. An Englishman's home is, of course, his castle, but Meldrew Hall never saw much fighting and these military-looking features were just a seventeenth-century fashion. They also weren't intended for standing on, and the only safe way to proceed is back southeast. It is peculiarly cold here. An iron, gothic-looking key catches your eye. Well, if it catches my eye... >get key (the gothic-looking iron key) As you reach for the key, a swirling mist condenses about it, into a ghostly head which opens its mouth and eats up the key! The rest of the ghostly body solidifies about the head and rises to swagger before you. The ghost laughs in a gurgling kind of way, as it were always coughing and spluttering. Jinkies, a g-g-ghost! This seems like a good place to leave off, so what to do now? Puzzles: Deciding what color daisy chain I want. We have a blue one, but is that the right color? Finding out the purpose of the word "lagach." Getting into the hedged-in area of the maze. Finding a way to fit through the chimney in the cupboard. Getting the gothic iron key back from the ghost. Inventory: a book of Twenties poetry (transports me to the Unreal City when read) a small brass key (unlocks the door from Dark Passage to Garden Stream) a gas mask a painting of Mad Isaac Meldrewe a daisy chain (around your neck, made from blue daisies) some old gardeners' gloves (being worn) a canvas rucksack (which is open, actually a bag of holding) a steel wrench a miniature (of the folly that once stood at the exit of the maze) a spade a weed killer bottle a hard wooden ball 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 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) a photographer's flash (which is closed) Score: It is the afternoon of June 3rd, 1993, and you are in the gardens. You have so far scored 51 out of a possible 550, in 482 turns, giving you the rank of cynical Tourist. Maps: Meldrew Hall, attic: Code:
e-c-b-h /| | X j a-d | f q-p \ | k-g-l | | n-i m | o 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 n=Library Storage o=Souvenirs Room (slide projector) p=Inside Cupboard (you are here; big iron fireplace, open skylight with crank handle, up to Roof) q=Chimney (sooty old stick, down to...?) X=game over Meldrew Hall, cellar: Code:
c-a-b | d b=Wine Cellars c=Cellar West (locked door leading northwest, down to Hellish Place) d=Cellars South (robot mouse, hole in wall) Meldrew Hall, gardens and shaft area: Code:
j-i-i-i- | i | -i- | i | -i-i-i-i | i | g-f-b-d-e | \ h a-c | l | k 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) e=Mosaic 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 Meldrew Hall, roof: Code:
b \ a b=Battlements (ghost) Unreal City: Code:
g>b-c | h-d-a-e>f 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 (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 |
#114
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Perhaps we could use the bird whistle on the roof?
Alternatively, the ghost might not like bright lights, perhaps try using the flash on it? |
#115
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Let's see if the ghost has anything important to moan. Be a therapeutic presence, that sort of thing. In other words, >Z until its script is up. It's not like being in the presence of unsettled spirits could be harmful in any way, right?
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#116
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I have to leave for the airport in less than two hours, so here's a special early-morning update for y'all! You may recall that we left off facing down a ghost. schep (who has been able to solve a LOT of the problems in this game) suggested that we wait for his script to finish, so...
>z Time passes. The ghost begins to speak: My hour is almost come When I to sulph'rous and tormenting flames Must render up myself... Can this possibly be the infamous Sir Joshua Meldrewe? Hmm, another Meldrew to look up. Better way to go through ghosty's script than by just typing "z." >look up joshua in history Oh dear, the deeply regrettable Sir Joshua Meldrewe (1710-1776). Member of the Dilletanti Society and the Hell-Fire Club, and a politician (chancellor of the exchequer 1762-3; "probably the least competent minister ever to hold that office" - Oxford History of England, vol. xii). His father disinherited him for wildly excessive living (he almost invariably wore jewelled buttons worth at least a thousand pounds) and for marrying a lady of easy virtue while on the run from a prison in France, where he was sentenced to be beheaded. In order to stop his sister getting the fortune, he went back to Italy and advertised for a pregnant bride to provide a male heir. This nefarious plot was foiled when he choked to death on a chicken-bone. It is said that he stole the money anyway near the end, and certainly some gold went missing. (He also managed to get the family stripped of its baronetcy by cheating at piquet with the Prince of Wales.) "But not yet it hasn't, mark my word. And there's the burden of my inheritance, little wart! Get thee from my sight ere I slice thee as befits a hog!" If this is indeed Joshua Meldrewe, then that entry probably has information on how to get rid of him. But let's just wait him out, since that's what schep suggested, and he hasn't steered me wrong yet. >z Time passes. The ghost swoops around and through you, making you scream with panic. Somehow you manage to run back to safety, where your family (who never believe a word of it) give you plenty of tea and occupy you with holiday arrangements. As for you, you are so traumatised that you never venture into the attic again. *** You have been spooked *** Well, at least we've got a new death message. There was one more suggestion, that doesn't involve dealing with the supernatural, fortunately. >se Roof >blow whistle (first taking the bird whistle) With the gas mask on? >remove mask You take off the gas mask. >blow whistle Fweep! Fweep! It didn't kill me, which I guess is a good sign. And with that, the update ends. There probably won't be any more for a week, since I'm going to San Francisco for Spring Break. But I'll be sure to keep up updating when I get back! Puzzles: Deciding what color daisy chain I want. We have a blue one, but is that the right color? Finding out the purpose of the word "lagach." Getting into the hedged-in area of the maze. Finding a way to fit through the chimney in the cupboard. Getting the gothic iron key back from the ghost of Sir Joshua Meldrewe. Inventory: a bird whistle a book of Twenties poetry (transports me to the Unreal City when read) a small brass key (unlocks the door from Dark Passage to Garden Stream) a gas mask a painting of Mad Isaac Meldrewe a daisy chain (around your neck, made from blue daisies) some old gardeners' gloves (being worn) a canvas rucksack (which is open, actually a bag of holding)
Score: It is the afternoon of June 3rd, 1993, and you are in the gardens. You have so far scored 51 out of a possible 550, in 487 turns, giving you the rank of cynical Tourist. Maps: Meldrew Hall, attic: Code:
e-c-b-h /| | X j a-d | f q-p \ | k-g-l | | n-i m | o 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 n=Library Storage o=Souvenirs Room (slide projector) p=Inside Cupboard (you are here; big iron fireplace, open skylight with crank handle, up to Roof) q=Chimney (sooty old stick, down to...?) X=game over Meldrew Hall, cellar: Code:
c-a-b | d b=Wine Cellars c=Cellar West (locked door leading northwest, down to Hellish Place) d=Cellars South (robot mouse, hole in wall) Meldrew Hall, gardens and shaft area: Code:
j-i-i-i- | i | -i- | i | -i-i-i-i | i | g-f-b-d-e | \ h a-c | l | k 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) e=Mosaic 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 Meldrew Hall, roof: Code:
b \ a b=Battlements (ghost) Unreal City: Code:
g>b-c | h-d-a-e>f 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 (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) Spooked: 1 (haunted by the ghost of Sir Joshua Meldrewe) Total: 6 |
#117
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So he choked to death on a chicken bone. Brandish your wishbone! Watch the ghost cower in fear!
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#118
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Alternatively, hit it with the wrench!
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#119
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Gentlemen, let's compromise.
Hit the chicken bone with a wrench. |
#120
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"You have created a bone-wrench."
>Use bone-wrench on ghost "The ghost has no bones to wrench!" >Use bone-wrench on self "You twist yourself into an otherwise-impossible yoga position. Unfortunately, you can't get out of it and needed to be rescued by your family six hours later." |