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#211
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Well, thinking outside the box hasn't worked well in the past, but let's give all of Beowulf's suggestions a try.
>get ball (putting the antique jewellery box into the canvas rucksack to make room) Taken. >throw it at watch The watch is just within sight, but quite beyond reach. Um, yeah. Which is why I was throwing something at it, in hopes of knocking it down. But maybe we could teleport it? >get rod of returning (putting the Rod of Luck into the canvas rucksack to make room) Taken. >strike rod of returning The rod charges with etherial power, drawn up from the earth through ley lines... >point it at watch Nothing obvious happens. Guess it only works on me, then. Hopefully that whistle will finally do something. >get whistle (putting the croquet mallet into the canvas rucksack to make room) Taken. >blow whistle Fweep! Fweep! But the sparrows cannot hear. Well, darn. Guess we'll need some sort of way to attract the sparrows if we want to make them into our unholy army of the night. However, I'm not sure if we have it yet, so I'll just say that there is a slide-projector-compatible item in our inventory that hasn't been used in the slide projector yet. Until next time. |
#212
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The tourist map of Hamburg? Some burgers sound awfully good right about now.
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#213
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Quote:
>s As you step out, the sparrows gradually settle back down again. Hedgery A flock of sparrows crowds around the gutters of the summer house. Every now and then one flits up and lands somewhere else, and they bustle about chirpily. >w Bricked Path >sw White Hallway Mad Isaac's painting glares at you from the picture hook. There's an old-fashioned elephant's foot umbrella stand beside the garden doorway. >s Halfway up the Stairs >u Servant's Room A tight door stands open in the northern wall, giving onto the servants' staircase. An old striped scarf hangs up behind the doorway. >w Attic There is a closed trapdoor in the middle of the floor. >s Old Furniture You can see some wrapping paper with reindeer on here. >se Over the East Wing >s Disused Observatory Austin, your incorrigible ginger cat, lounges around here. Mounted on the old telescope stand is what looks like a solid glass ball. A beam of white light runs into the room from the slide projector to the south, and hits the glass ball, which diffracts it into a beautiful spectrum across the ceiling. Austin rolls over on his back and stretches. >s Souvenirs Room You can see a ship in a bottle here. The south wall is lit up by the projector. A beam of white light points directly backward from the projector, through the north doorway into the Observatory. >get map (putting the antique jewellery box into the canvas rucksack to make room) Taken. >put map in projector It won't fit. There's only room for something flat and the size of, say, a playing card. So, from that, can you figure out what it is? If not, I'll let you know tomorrow. |
#214
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Are there any of the cards we haven't entered yet? Otherwise I'm stumped.
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#215
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How about the framed charcoal sketch? Assuming that you can take it out of the frame.
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#216
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Quote:
>s As you step out, the sparrows gradually settle back down again. Hedgery A flock of sparrows crowds around the gutters of the summer house. Every now and then one flits up and lands somewhere else, and they bustle about chirpily. >w Bricked Path >sw White Hallway Mad Isaac's painting glares at you from the picture hook. There's an old-fashioned elephant's foot umbrella stand beside the garden doorway. >s Halfway up the Stairs >u Servant's Room A tight door stands open in the northern wall, giving onto the servants' staircase. An old striped scarf hangs up behind the doorway. >w Attic There is a closed trapdoor in the middle of the floor. >s Old Furniture You can see some wrapping paper with reindeer on here. >se Over the East Wing >s Disused Observatory Austin, your incorrigible ginger cat, lounges around here. Mounted on the old telescope stand is what looks like a solid glass ball. A beam of white light runs into the room from the slide projector to the south, and hits the glass ball, which diffracts it into a beautiful spectrum across the ceiling. >s Souvenirs Room You can see a ship in a bottle here. The south wall is lit up by the projector. A beam of white light points directly backward from the projector, through the north doorway into the Observatory. Now, to get it out of that bulky frame. >get sketch (putting the antique jewellery box into the canvas rucksack to make room) Taken. >break frame Breaking open the frame looses the sketch, which falls to the floor. >get sketch Taken. [Your score has just gone up by four points.] Come to think of it, I wonder if there's anything on the sketch that was concealed by the frame? >examine sketch A miniature artist's impression of the great Palace of Alexandria as it might once have been. (No, the impression is miniature, not the artist.) Guess not. But now, let's put it in the projector! >put sketch in projector The south wall lights up with the picture on the charcoal sketch, beautifully magnified and amazingly life-like. Why, you'd hardly know there was a wall there at all. And, as we've done in the past... >s You walk confidently into the south wall... Causeway A warm winter's night in the ancient city of Alexandria, on the Heptastadion causeway across the harbour to the Island of Pharos (to north). The Mediterranean waters lap against the land bridge, and the whole city (southeast) is lit up with torches: it is a night of celebration. And, with this, there's a new area to explore, so this seems like a good place to end this update, which I will do with this question: North or southeast? Actually, I think I may have come to Alexandria too soon. There's still one unsolved puzzle back in the present, which I just forgot existed. I'm not going to say what it was, but I will say that it involves the postcard and the reason it may be blank. Sorry about that. Unexplored paths: North from Causeway. Southeast from Causeway. Puzzles: Getting the mascot from old Evans. A postmarked, but blank, postcard. Inventory: a croquet mallet the Rod of Luck an antique jewellery box (which is open but empty) a daisy chain (around your neck, made from yellow daisies and causes certain objects to turn into featureless mahogany rods when waved) a canvas rucksack (which is open, actually a bag of holding)
some old gardeners' gloves (being worn) Score It is some time in the winter of 275 B.C., the reign of Ptolemy II, and you are in ancient Alexandria. You have so far scored 167 out of a possible 550, in 949 turns, giving you the rank of Connoisseur. Maps Meldrew Hall, attic: Code:
e-c-b-h /| | X j a-d | f q-p \ | k-g-l | | n-i m | | o r | s b=Old Winery c=Aunt Jemima's Lair (wireless) d=Servant's Room (scarf) e=Potting Room (Aunt Jemima) f=Old Furniture (wrapping paper) g=Over the East Wing h=Storage Room (wheel with handle, dumbwaiter leading to Cellar) i=Disused Observatory (glass ball on telescope stand, smoke detector) j=Airing Cupboard k=Dark Room l=East Annexe m=Dead End (down/east to Beside the Drive) n=Library Storage o=Souvenirs Room (slide projector, ship in a bottle) p=Inside Cupboard (big iron fireplace, open skylight with crank handle, up to Roof) q=Chimney (down to Priest's Hole) r=Alison's Writing Room (bed) s=Tiny Balcony X=game over Meldrew Hall, cellar: Code:
c-a-b | d b=Wine Cellars c=Cellar West (locked door leading northwest, down to Hellish Place) d=Cellars South (robot mouse, hole in wall) Meldrew Hall, gardens and shaft area: Code:
j-i-i-i- | i | -i- | i | -i-i-i-i-i-m | i | g-f-b-d-e | \ h a-c u | | l-n-o q-s-t | \ / k p | r b=Family Tree (plane tree, up to Up the Plane Tree) c=Beside the Wall (potted shrub, one-way path down to Wine Cellar) d=Lawn Ornaments (dark well too small to enter, miniature, postcard of the Champs-Elysees, weed killer bottle, prayer book, romantic novel, green branch, gas mask) e=Mosaic [can be lagach-ed] f=Clearing g=Garage (garden roller) h=Vegetable Garden (runner bean plant) i=Maze j=Viewpoint Ledge (plaque) k=Dark Shaft (dumbwaiter to Storage Room) l=Dark Passage m=Patio in Maze (down to Crypt) n=Sandstone Passage o=The Octagon (window vent, gilded coffin used to identify rods, scroll) p=White Hallway (painting of Mad Isaac Meldrewe [can be lagach-ed], elephant's foot umbrella stand) q=Bricked Path r=Halfway up the Stairs (up to Servant's Room) s=Hedgery t=Croquet Lawn (colored peg, wickets) u=Summer House (gold watch which is visible but unattainable) Catacombs below the gardens: Code:
a Meldrew Hall, roof: Code:
b \ a b=Battlements Meldrew Hall, ???: Code:
a Meldrew Hall, gardens (1808): Code:
a-b-b-b | b | -b- | b | -b-b-b-b-b | b=Maze Foundations Northeast of the House: Code:
c | b / a b=Public Footpath (down to Hollow) c=Stone Cross (Old Evans with his lucky mascot) Northeast of the House, Hollow: Code:
a Unreal City: Code:
g>b-c | h-d-a-e>f b=Shadowy Hallway (up to Consulting Room) c=Bohemia (mural [can be lagach-ed]) d=Down by River e=Near Ring Road (down to Chatelet-les-Halles) f=Chatelet-les-Halles (map salesman) g=Consulting Room (down to Shadowy Hallway) h=On board the Phlebas (saying "time" will take the protagonist to Garden Stream) Tarot box: Code:
a c | b | d b=Aboard Ship (examine model ship; up to Up the Mast) c=Prow of the Lady Magdalena d=Stern Alexandria: Code:
| a \ Deaths Missed the point entirely: 5 (irritated Aunt Jemima by trying to steal her gardening gloves, gave up on the search, broke a pipe and had to call a plumber, lectured by Aunt Jemima for four hours, burned down most of the attic) Spooked: 1 (haunted by the ghost of Sir Joshua Meldrewe) Died: 2 (jumped off the mast of the Lady Magdalena without a parachute, spontaneous combustion) Total: 8 Last edited by Kahran042; 06-06-2012 at 07:28 PM. |
#217
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North! I'm contributing!
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#218
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Sounds as good a choice as any, so let's go.
>n Island of Pharos The island of the Pharos: the lighthouse after which others are named, one of the Seven Wonders of the World, blazes into the sharp moonlit sky. It is 120 metres high, a circle on an octagon on a square. A light wind blows across the coastal defences. On this spot, seventy-two scholars first translated the Old Testament into Greek: shivering continuously if it was as chilly as this. A narrow causeway runs south across the harbour. In one wall of the wave defences is a rusty seaweed-wreathed iron grating, closed up tight. Interestingly, a key which looks as if it would fit the grating can be seen inside the passage beneath. Well, that key looks important, so let's see if we can take it. >take key (the rusty iron key) Reach down the grating as you may, it remains just beyond reach. Down below, a wave splashes against the sea front, briefly washing up under the grating. Well, darn. Annoying, but hardly unexpected. So, what to do next time? Unexplored paths: Southeast from Causeway. Puzzles: Getting the mascot from old Evans. A postmarked, but blank, postcard. A key behind a grating that looks like it may fit the grating. Inventory: a croquet mallet the Rod of Luck an antique jewellery box (which is open but empty) a daisy chain (around your neck, made from yellow daisies and causes certain objects to turn into featureless mahogany rods when waved) a canvas rucksack (which is open, actually a bag of holding) a cracked medicine bottle a red tablet (an antidote to some unknown drug or poison) a model golden sceptre a bunch of nuts a steel wrench a silk handkerchief the Rods of Fire, Returning and Stalking a marble rose a spade a hard wooden ball a bird whistle a photographer's flash (which is closed, has space for a timer mechanism) a tourist map (of central Hamburg) Hobson's classical dictionary the History of the Meldrews (vol. II) a delicate gold key (unlocks the jewellery box) a gothic-looking iron key a small brass key (unlocks the door from Dark Passage to Garden Stream and the trapdoor in Priest's Hole) four Tarot cards: the Fool, Drowned Sailor, Ace of Cups and Grim Reaper an electric torch (providing light and closed) some old gardeners' gloves (being worn) Score It is some time in the winter of 275 B.C., the reign of Ptolemy II, and you are in ancient Alexandria. You have so far scored 167 out of a possible 550, in 950 turns, giving you the rank of Connoisseur. Maps Meldrew Hall, attic: Code:
e-c-b-h /| | X j a-d | f q-p \ | k-g-l | | n-i m | | o r | s b=Old Winery c=Aunt Jemima's Lair (wireless) d=Servant's Room (scarf) e=Potting Room (Aunt Jemima) f=Old Furniture (wrapping paper) g=Over the East Wing h=Storage Room (wheel with handle, dumbwaiter leading to Cellar) i=Disused Observatory (glass ball on telescope stand, smoke detector) j=Airing Cupboard k=Dark Room l=East Annexe m=Dead End (down/east to Beside the Drive) n=Library Storage o=Souvenirs Room (slide projector, ship in a bottle) p=Inside Cupboard (big iron fireplace, open skylight with crank handle, up to Roof) q=Chimney (down to Priest's Hole) r=Alison's Writing Room (bed) s=Tiny Balcony X=game over Meldrew Hall, cellar: Code:
c-a-b | d b=Wine Cellars c=Cellar West (locked door leading northwest, down to Hellish Place) d=Cellars South (robot mouse, hole in wall) Meldrew Hall, gardens and shaft area: Code:
j-i-i-i- | i | -i- | i | -i-i-i-i-i-m | i | g-f-b-d-e | \ h a-c u | | l-n-o q-s-t | \ / k p | r b=Family Tree (plane tree, up to Up the Plane Tree) c=Beside the Wall (potted shrub, one-way path down to Wine Cellar) d=Lawn Ornaments (dark well too small to enter, miniature, postcard of the Champs-Elysees, weed killer bottle, prayer book, romantic novel, green branch, gas mask) e=Mosaic [can be lagach-ed] f=Clearing g=Garage (garden roller) h=Vegetable Garden (runner bean plant) i=Maze j=Viewpoint Ledge (plaque) k=Dark Shaft (dumbwaiter to Storage Room) l=Dark Passage m=Patio in Maze (down to Crypt) n=Sandstone Passage o=The Octagon (window vent, gilded coffin used to identify rods, scroll) p=White Hallway (painting of Mad Isaac Meldrewe [can be lagach-ed], elephant's foot umbrella stand) q=Bricked Path r=Halfway up the Stairs (up to Servant's Room) s=Hedgery t=Croquet Lawn (colored peg, wickets) u=Summer House (gold watch which is visible but unattainable) Catacombs below the gardens: Code:
a Meldrew Hall, roof: Code:
b \ a b=Battlements Meldrew Hall, ???: Code:
a Meldrew Hall, gardens (1808): Code:
a-b-b-b | b | -b- | b | -b-b-b-b-b | b=Maze Foundations Northeast of the House: Code:
c | b / a b=Public Footpath (down to Hollow) c=Stone Cross (Old Evans with his lucky mascot) Northeast of the House, Hollow: Code:
a Unreal City: Code:
g>b-c | h-d-a-e>f b=Shadowy Hallway (up to Consulting Room) c=Bohemia (mural [can be lagach-ed]) d=Down by River e=Near Ring Road (down to Chatelet-les-Halles) f=Chatelet-les-Halles (map salesman) g=Consulting Room (down to Shadowy Hallway) h=On board the Phlebas (saying "time" will take the protagonist to Garden Stream) Tarot box: Code:
a c | b | d b=Aboard Ship (examine model ship; up to Up the Mast) c=Prow of the Lady Magdalena d=Stern Alexandria: Code:
b | a \ b=Island of Pharos (grating, rusty iron key behind grating; you are here) Deaths Missed the point entirely: 5 (irritated Aunt Jemima by trying to steal her gardening gloves, gave up on the search, broke a pipe and had to call a plumber, lectured by Aunt Jemima for four hours, burned down most of the attic) Spooked: 1 (haunted by the ghost of Sir Joshua Meldrewe) Died: 2 (jumped off the mast of the Lady Magdalena without a parachute, spontaneous combustion) Total: 8 Last edited by Kahran042; 06-06-2012 at 07:28 PM. |
#219
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I think you should introduce that grating to Mr. Goodwrench.
Assuming that fails, that wave washing up below the grating has to do with the puzzle, but I can't figure out how. |
#220
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That wrench is becoming quite popular, so let's give it a try.
>open grating with wrench That doesn't seem to fit the lock. Down below, a wave splashes against the sea front, briefly washing up under the grating. Fair enough, but maybe a more...energetic method would work? >smash grating with wrench Violence isn't the answer to this one. Down below, a wave splashes against the sea front, briefly washing up under the grating. Guess not. Now, Gerad is correct that the wave is part of the solution, but it involves an item we don't have yet, so we'll have to get back to the present to proceed. But first, we'll have to find a way back to Alexandria, so I'll take over for a while and find a piece of art to lagach. Fortunately, I know just where I can find one. >s Causeway >se Crossroads The great crossroads at the heart of chlamys-shaped Alexandria, greatest city of the civilised world. The northwest-southeast road runs from the causeway to the Tower: the main road runs southwest from the Necropolis gate, northeast to the great public buildings of the city. The procession ends as it began, with a great Evening Star, before falling into a shambolic crowd of revellers, drunken and maudlin. >sw Necropolis A spacious, sombre, moonlit and magnificent valley of tombs, some brand new, just outside the walls of Alexandria (to the northeast). Already it is ancient. Most of the little termite-hill style pyramids have been invaded time after time: indeed, one pyramid's entrance gapes open to the south. Birds of prey circle high in the night sky, their talons glinting in the moonlight. >s XIIth Dynasty Pyramid Ransacked, dimly-lit, cramped and empty, this rough-built and uneven burial mound is to the Great Pyramids of Giza (built just a century before) what the summerhouse in your garden is to Windsor Castle. There are only dull painted writings, an unpleasant odour and a passage out to the north. >read writings One of the so-called Pyramid Texts making up the so-called "Book of the Dead". This dramatic passage seems to be devoted to wise men preparing their bodies to rise in the afterlife, anointing themselves with oil. An interesting motif of ten strokes, arranged III IIIIII I catches the eye. That will probably be important to know later. But more importantly for now, it counts as a piece of art, so... >writings, lagach A swirl of wind snakes out from the painted writings and whisks you away to... White Hallway A low, white hallway adjoining the Octagon, converted from what was once the scullery and the servants' pantry. A tight, dark staircase runs up and south; and a diagonal bricked path runs out northeast to the gardens. Mad Isaac's painting glares at you from the picture hook. There's an old-fashioned elephant's foot umbrella stand beside the garden doorway. And voila! Unfortunately, by going to Alexandria too soon, we've rendered the game unwinnable, since there's at least one puzzle there that requires using the slide-projector entrance. So, next time, I'll try starting over from before visiting there. Until next time! |
#221
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Hooray for unwinnable game states with no clear indicators!
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#222
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Indeed. Frankly, I'm amazed that I never ran into any of those in my first four LPs...actually, maybe I did. I'll have to review them to see if I did. Real update coming tomorrow*!
* - "Tomorrow" meaning "some vaguely-defined time in the near future." |
#223
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Well, it's some vaguely-defined time in the near future, so let's get back to the LP. First of all, since I rendered the game unwinnable in my last update, I've restored to my last save before going to Alexandria. Now, as I implied earlier, the postcard is important to progression in the game, so let's get it back. Fortunately, the save is conveniently close to my dump location, so...
>s As you step out, the sparrows gradually settle back down again. Hedgery A flock of sparrows crowds around the gutters of the summer house. Every now and then one flits up and lands somewhere else, and they bustle about chirpily. >w Bricked Path >sw White Hallway Mad Isaac's painting glares at you from the picture hook. There's an old-fashioned elephant's foot umbrella stand beside the garden doorway. >nw The Octagon There is a little window-vent high in the southwest wall. A rather morbid gilded model coffin rests open here. Leaned against one of the eight corners is a ragged white parchment scroll. >w Sandstone Passage >w Dark Passage A secret passage slants down to the east through a sandstone recess. At the north end is a metal door, standing open. >n Garden Stream On the house wall is a coal bunker, whose door stands open. >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. You can also see a gas mask, a green branch, a weed killer bottle, a miniature, a romantic novel, an ancient prayer book and a postcard of the Champs-Elysees here. >get postcard (putting the antique jewellery box into the canvas rucksack to make room) Taken. The postcard is still blank, but there's more to it than meets the eye. However, the method for revealing its secrets is not exactly intuitive. But I'll let all o' y'all try to figure it out, and if you can't, then I'll show it off. |
#224
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As promised, the solution to the postcard puzzle. I can see why no one was able to figure it out, since it isn't clued anywhere in the game. But, anyway...
>w Family Tree >se Garden Stream On the house wall is a coal bunker, whose door stands open. >s Dark Passage A secret passage slants down to the east through a sandstone recess. At the north end is a metal door, standing open. >e Sandstone Passage >e The Octagon There is a little window-vent high in the southwest wall. A rather morbid gilded model coffin rests open here. Leaned against one of the eight corners is a ragged white parchment scroll. >se White Hallway Mad Isaac's painting glares at you from the picture hook. There's an old-fashioned elephant's foot umbrella stand beside the garden doorway. >s Halfway up the Stairs >u Servant's Room A tight door stands open in the northern wall, giving onto the servants' staircase. An old striped scarf hangs up behind the doorway. >w Attic There is a closed trapdoor in the middle of the floor. >s Old Furniture You can see some wrapping paper with reindeer on here. >se Over the East Wing >w Dark Room Mounted on a plaque is an old sepia photograph of a man. You bump your head on the cord hanging from the ceiling, for the umpteenth time. The room is filled with an eerie, reddish light. You feel gloomy and can't help thinking about aviation accident statistics. >read postcard Quote:
It is addressed to the house, and postmarked 1963, but has no message. Odd, that. No... wait. The eerie lamp-light is bringing out a message in invisible ink: Hamburg 1420 Ticket 7.- The seven is crossed through in continental fashion. [Your score has just gone up by three points.] Yes, the postcard is written in invisible ink, with no clues whatsoever hinting at that, or that the darkroom light can reveal it. Anyhoo, we've got a location in Hamburg, so let's check it out! >consult map about 1420 At that exact grid reference is Meldreustrasse, a minor back street which houses a museum of arcana. Suddenly you remember! You visited the place once, and the curator Doktor Stein showed you round... and he hypnotised you into a swirl of unconsciousness... Museum Foyer The Museum of Arcana is deserted after nightfall and only dimly lit by distant sodium street-lamps. Outside it is a stormy October night and rain beats against the windowpanes. Shadows swoop and dive in the air like bats. The revolving door to northeast, which leads out, seems to be solidly blocked off. But a dim passage runs south, through a strange metal corridor. A publicity poster is displayed for passers-by outside to see. [Your score has just gone up by five points.] Well, we're in a new location now, so this seems like a good place to end this update. What to do from here? Unexplored paths: South from Museum of Arcana. Puzzles: Getting the mascot from old Evans. A postmarked, but blank, postcard. A key behind a grating that looks like it may fit the grating. Inventory: a postcard of the Champs-Elysees a croquet mallet the Rod of Luck a daisy chain (around your neck, made from yellow daisies and causes certain objects to turn into featureless mahogany rods when waved) a canvas rucksack (which is open, actually a bag of holding)
some old gardeners' gloves (being worn) Score It is nearly midnight on October 31st, 1988, and you are in a museum in Hamburg. You have so far scored 171 out of a possible 550, in 957 turns, giving you the rank of Adventurer. Maps Meldrew Hall, attic: Code:
e-c-b-h /| | X j a-d | f q-p \ | k-g-l | | n-i m | | o r | s b=Old Winery c=Aunt Jemima's Lair (wireless) d=Servant's Room (scarf) e=Potting Room (Aunt Jemima) f=Old Furniture (wrapping paper) g=Over the East Wing h=Storage Room (wheel with handle, dumbwaiter leading to Cellar) i=Disused Observatory (glass ball on telescope stand, smoke detector) j=Airing Cupboard k=Dark Room l=East Annexe m=Dead End (down/east to Beside the Drive) n=Library Storage o=Souvenirs Room (slide projector, ship in a bottle) p=Inside Cupboard (big iron fireplace, open skylight with crank handle, up to Roof) q=Chimney (down to Priest's Hole) r=Alison's Writing Room (bed) s=Tiny Balcony X=game over Meldrew Hall, cellar: Code:
c-a-b | d b=Wine Cellars c=Cellar West (locked door leading northwest, down to Hellish Place) d=Cellars South (robot mouse, hole in wall) Meldrew Hall, gardens and shaft area: Code:
j-i-i-i- | i | -i- | i | -i-i-i-i-i-m | i | g-f-b-d-e | \ h a-c u | | l-n-o q-s-t | \ / k p | r b=Family Tree (plane tree, up to Up the Plane Tree) c=Beside the Wall (potted shrub, one-way path down to Wine Cellar) d=Lawn Ornaments (dark well too small to enter, miniature, weed killer bottle, prayer book, romantic novel, green branch, gas mask) e=Mosaic [can be lagach-ed] f=Clearing g=Garage (garden roller) h=Vegetable Garden (runner bean plant) i=Maze j=Viewpoint Ledge (plaque) k=Dark Shaft (dumbwaiter to Storage Room) l=Dark Passage m=Patio in Maze (down to Crypt) n=Sandstone Passage o=The Octagon (window vent, gilded coffin used to identify rods, scroll) p=White Hallway (painting of Mad Isaac Meldrewe [can be lagach-ed], elephant's foot umbrella stand) q=Bricked Path r=Halfway up the Stairs (up to Servant's Room) s=Hedgery t=Croquet Lawn (colored peg, wickets) u=Summer House (gold watch which is visible but unattainable) Catacombs below the gardens: Code:
a Meldrew Hall, roof: Code:
b \ a b=Battlements Meldrew Hall, ???: Code:
a Meldrew Hall, gardens (1808): Code:
a-b-b-b | b | -b- | b | -b-b-b-b-b | b=Maze Foundations Northeast of the House: Code:
c | b / a b=Public Footpath (down to Hollow) c=Stone Cross (Old Evans with his lucky mascot) Northeast of the House, Hollow: Code:
a Unreal City: Code:
g>b-c | h-d-a-e>f b=Shadowy Hallway (up to Consulting Room) c=Bohemia (mural [can be lagach-ed]) d=Down by River e=Near Ring Road (down to Chatelet-les-Halles) f=Chatelet-les-Halles (map salesman) g=Consulting Room (down to Shadowy Hallway) h=On board the Phlebas (saying "time" will take the protagonist to Garden Stream) Tarot box: Code:
a c | b | d b=Aboard Ship (examine model ship; up to Up the Mast) c=Prow of the Lady Magdalena d=Stern Alexandria: Code:
b | a \ b=Island of Pharos (grating, rusty iron key behind grating) Hamburg by night: Code:
a | Deaths Missed the point entirely: 5 (irritated Aunt Jemima by trying to steal her gardening gloves, gave up on the search, broke a pipe and had to call a plumber, lectured by Aunt Jemima for four hours, burned down most of the attic) Spooked: 1 (haunted by the ghost of Sir Joshua Meldrewe) Died: 2 (jumped off the mast of the Lady Magdalena without a parachute, spontaneous combustion) Total: 8 Last edited by Kahran042; 06-06-2012 at 07:28 PM. |
#225
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Man, this game is just gigantic--just looking at our point total makes me wonder how many more areas we're going to see before this is over.
Let's check out the pubilicity poster, see what's blocking the revolving door, then head south. |
#226
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> go to bookstore
> buy map of paris |
#227
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Lots of stuff to do today. First, let's see what's blocking off the revolving door.
>ne Revolving Door Inside one quarter of the cramped revolving door, which is blocked off from the world outside and opens only onto the foyer, southwest. Well, there's probably some way of revolving it... >e The door only turns clockwise. Well, maybe that means I can go... >n You revolve clockwise with the door, and wind up back adjacent to the foyer. Well, that was rather pointless. But maybe I could see what the blockage is if I check from the foyer? >sw Museum Foyer A publicity poster is displayed for passers-by outside to see. >turn door You give the revolving door a heave, and it begins to move; but you pause, out of breath, after only a half turn. Interestingly, there's something inside this segment of it. What could it be? Let's check it out. >ne Revolving Door Inside one quarter of the cramped revolving door, which is blocked off from the world outside and opens only onto the foyer, southwest. A colourful, striped inflated beach ball bounces around. I wonder what this could be used for? But first, let's see what's to the south, but not before checking out that poster. >read poster One of those pretentious exhibition posters. Your German is just about adequate to the task: "Cults of the Druids - a Major Retrospective, October-November 1988". >s You pass between the steel walls and a light passes over you. Now you know how paper feels in a photocopier - in this case, one which jams. Steel barriers appear across the corridor, and you are obliged to withdraw back to the foyer. After a moment, the barriers recede again. Well, I was honestly expecting that to be a tad more fatal. But it seems that we've got a new puzzle to solve, and you know what that means. What to do from here? Unexplored paths: South from Museum of Arcana. Puzzles: Getting the mascot from old Evans. Getting past the museum's security system. A key behind a grating that looks like it may fit the grating. Inventory: a postcard of the Champs-Elysees a croquet mallet the Rod of Luck a daisy chain (around your neck, made from yellow daisies and causes certain objects to turn into featureless mahogany rods when waved)
some old gardeners' gloves (being worn) Score It is nearly midnight on October 31st, 1988, and you are in a museum in Hamburg. You have so far scored 171 out of a possible 550, in 966 turns, giving you the rank of Adventurer. Maps Meldrew Hall, attic: Code:
e-c-b-h /| | X j a-d | f q-p \ | k-g-l | | n-i m | | o r | s b=Old Winery c=Aunt Jemima's Lair (wireless) d=Servant's Room (scarf) e=Potting Room (Aunt Jemima) f=Old Furniture (wrapping paper) g=Over the East Wing h=Storage Room (wheel with handle, dumbwaiter leading to Cellar) i=Disused Observatory (glass ball on telescope stand, smoke detector) j=Airing Cupboard k=Dark Room l=East Annexe m=Dead End (down/east to Beside the Drive) n=Library Storage o=Souvenirs Room (slide projector, ship in a bottle) p=Inside Cupboard (big iron fireplace, open skylight with crank handle, up to Roof) q=Chimney (down to Priest's Hole) r=Alison's Writing Room (bed) s=Tiny Balcony X=game over Meldrew Hall, cellar: Code:
c-a-b | d b=Wine Cellars c=Cellar West (locked door leading northwest, down to Hellish Place) d=Cellars South (robot mouse, hole in wall) Meldrew Hall, gardens and shaft area: Code:
j-i-i-i- | i | -i- | i | -i-i-i-i-i-m | i | g-f-b-d-e | \ h a-c u | | l-n-o q-s-t | \ / k p | r b=Family Tree (plane tree, up to Up the Plane Tree) c=Beside the Wall (potted shrub, one-way path down to Wine Cellar) d=Lawn Ornaments (dark well too small to enter, miniature, weed killer bottle, prayer book, romantic novel, green branch, gas mask) e=Mosaic [can be lagach-ed] f=Clearing g=Garage (garden roller) h=Vegetable Garden (runner bean plant) i=Maze j=Viewpoint Ledge (plaque) k=Dark Shaft (dumbwaiter to Storage Room) l=Dark Passage m=Patio in Maze (down to Crypt) n=Sandstone Passage o=The Octagon (window vent, gilded coffin used to identify rods, scroll) p=White Hallway (painting of Mad Isaac Meldrewe [can be lagach-ed], elephant's foot umbrella stand) q=Bricked Path r=Halfway up the Stairs (up to Servant's Room) s=Hedgery t=Croquet Lawn (colored peg, wickets) u=Summer House (gold watch which is visible but unattainable) Catacombs below the gardens: Code:
a Meldrew Hall, roof: Code:
b \ a b=Battlements Meldrew Hall, ???: Code:
a Meldrew Hall, gardens (1808): Code:
a-b-b-b | b | -b- | b | -b-b-b-b-b | b=Maze Foundations Northeast of the House: Code:
c | b / a b=Public Footpath (down to Hollow) c=Stone Cross (Old Evans with his lucky mascot) Northeast of the House, Hollow: Code:
a Unreal City: Code:
g>b-c | h-d-a-e>f b=Shadowy Hallway (up to Consulting Room) c=Bohemia (mural [can be lagach-ed]) d=Down by River e=Near Ring Road (down to Chatelet-les-Halles) f=Chatelet-les-Halles (map salesman) g=Consulting Room (down to Shadowy Hallway) h=On board the Phlebas (saying "time" will take the protagonist to Garden Stream) Tarot box: Code:
a c | b | d b=Aboard Ship (examine model ship; up to Up the Mast) c=Prow of the Lady Magdalena d=Stern Alexandria: Code:
b | a \ b=Island of Pharos (grating, rusty iron key behind grating) Hamburg by night: Code:
b / a | b=Revolving Door (beach ball) Deaths Missed the point entirely: 5 (irritated Aunt Jemima by trying to steal her gardening gloves, gave up on the search, broke a pipe and had to call a plumber, lectured by Aunt Jemima for four hours, burned down most of the attic) Spooked: 1 (haunted by the ghost of Sir Joshua Meldrewe) Died: 2 (jumped off the mast of the Lady Magdalena without a parachute, spontaneous combustion) Total: 8 Last edited by Kahran042; 06-06-2012 at 07:29 PM. |
#228
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Well, it's been a while, so here we go. The beach ball is the key to getting past the security system, so...
>ne Revolving Door A colourful, striped inflated beach ball bounces around. >push ball sw (the beach ball the southwest wall) You bounce the beach ball along in front of you. Museum Foyer A publicity poster is displayed for passers-by outside to see. >push ball s (the beach ball the south wall) You pass between the steel walls and a light passes over you. Suddenly barriers spring out across the corridor, thumping into the beach ball which rapidly begins to deflate. There is a sharp hiss as you nimbly jump over the ball, and then a horrid clang as the barriers come together behind you. Hall of Exhibits A great square gloomy room, just south of the foyer. There are square lintelled doorways east and west. The storm is dark, and the windows are high, but there's just enough light to see by. Resting on a little display table is a Tarot box. A long painted still life graces one wall near a corner. [Your score has just gone up by three points.] And now, a moment of silence for the beach ball. OK, moment's over. First of all, let's get a good look at that still life. >examine still life A disturbing painting, perhaps by Edvard Munch, this is a still life of a seedling on a table, surrounded by a rusty iron rod with a star on the end, a glass bottle, a lamp and a bunch of keys. No doubt these arcane objects held some special significance for primitive tribes now absorbed into civilisation. Nice Adventure shout-out, there, Graham. But now...it's looting time! >get box (the Tarot box) (putting the Rod of Luck into the canvas rucksack to make room) Taken. And, of course, there's probably something inside. >open tarot box You open the Tarot box, revealing four Tarot cards (the Castle, Star, Eight of Wands and Maiden). Let's get a look at our new tarot collection. >examine castle A beautifully realistic picture. A stone castle on a hill. >examine star A beautifully realistic picture. A single bright light in the darkness. >examine wands You see nothing special about the Eight of Wands. >examine maiden A beautifully realistic picture. Andromeda chained to a rock on the sea-shore. That description of the Eight of Wands is quite suspicious, isn't it? But for now, we have a decision to make. East or west? Unexplored paths: East from Hall of Exhibits. West from Hall of Exhibits. Puzzles: Getting the mascot from old Evans. Getting past the museum's security system. A key behind a grating that looks like it may fit the grating. Inventory: a postcard of the Champs-Elysees a Tarot box (which is open)
the Rod of Luck a daisy chain (around your neck, made from yellow daisies and causes certain objects to turn into featureless mahogany rods when waved) a canvas rucksack (which is open, actually a bag of holding)
some old gardeners' gloves (being worn) Score It is nearly midnight on October 31st, 1988, and you are in a museum in Hamburg. You have so far scored 174 out of a possible 550, in 975 turns, giving you the rank of Adventurer. Maps Meldrew Hall, attic: Code:
e-c-b-h /| | X j a-d | f q-p \ | k-g-l | | n-i m | | o r | s b=Old Winery c=Aunt Jemima's Lair (wireless) d=Servant's Room (scarf) e=Potting Room (Aunt Jemima) f=Old Furniture (wrapping paper) g=Over the East Wing h=Storage Room (wheel with handle, dumbwaiter leading to Cellar) i=Disused Observatory (glass ball on telescope stand, smoke detector) j=Airing Cupboard k=Dark Room l=East Annexe m=Dead End (down/east to Beside the Drive) n=Library Storage o=Souvenirs Room (slide projector, ship in a bottle) p=Inside Cupboard (big iron fireplace, open skylight with crank handle, up to Roof) q=Chimney (down to Priest's Hole) r=Alison's Writing Room (bed) s=Tiny Balcony X=game over Meldrew Hall, cellar: Code:
c-a-b | d b=Wine Cellars c=Cellar West (locked door leading northwest, down to Hellish Place) d=Cellars South (robot mouse, hole in wall) Meldrew Hall, gardens and shaft area: Code:
j-i-i-i- | i | -i- | i | -i-i-i-i-i-m | i | g-f-b-d-e | \ h a-c u | | l-n-o q-s-t | \ / k p | r b=Family Tree (plane tree, up to Up the Plane Tree) c=Beside the Wall (potted shrub, one-way path down to Wine Cellar) d=Lawn Ornaments (dark well too small to enter, miniature, weed killer bottle, prayer book, romantic novel, green branch, gas mask) e=Mosaic [can be lagach-ed] f=Clearing g=Garage (garden roller) h=Vegetable Garden (runner bean plant) i=Maze j=Viewpoint Ledge (plaque) k=Dark Shaft (dumbwaiter to Storage Room) l=Dark Passage m=Patio in Maze (down to Crypt) n=Sandstone Passage o=The Octagon (window vent, gilded coffin used to identify rods, scroll) p=White Hallway (painting of Mad Isaac Meldrewe [can be lagach-ed], elephant's foot umbrella stand) q=Bricked Path r=Halfway up the Stairs (up to Servant's Room) s=Hedgery t=Croquet Lawn (colored peg, wickets) u=Summer House (gold watch which is visible but unattainable) Catacombs below the gardens: Code:
a Meldrew Hall, roof: Code:
b \ a b=Battlements Meldrew Hall, ???: Code:
a Meldrew Hall, gardens (1808): Code:
a-b-b-b | b | -b- | b | -b-b-b-b-b | b=Maze Foundations Northeast of the House: Code:
c | b / a b=Public Footpath (down to Hollow) c=Stone Cross (Old Evans with his lucky mascot) Northeast of the House, Hollow: Code:
a Unreal City: Code:
g>b-c | h-d-a-e>f b=Shadowy Hallway (up to Consulting Room) c=Bohemia (mural [can be lagach-ed]) d=Down by River e=Near Ring Road (down to Chatelet-les-Halles) f=Chatelet-les-Halles (map salesman) g=Consulting Room (down to Shadowy Hallway) h=On board the Phlebas (saying "time" will take the protagonist to Garden Stream) Tarot box: Code:
a c | b | d b=Aboard Ship (examine model ship; up to Up the Mast) c=Prow of the Lady Magdalena d=Stern Alexandria: Code:
b | a \ b=Island of Pharos (grating, rusty iron key behind grating) Hamburg by night: Code:
b / a | -c- b=Revolving Door (beach ball) c=Hall of Exhibits (you are here) Deaths Missed the point entirely: 5 (irritated Aunt Jemima by trying to steal her gardening gloves, gave up on the search, broke a pipe and had to call a plumber, lectured by Aunt Jemima for four hours, burned down most of the attic) Spooked: 1 (haunted by the ghost of Sir Joshua Meldrewe) Died: 2 (jumped off the mast of the Lady Magdalena without a parachute, spontaneous combustion) Total: 8 Last edited by Kahran042; 06-06-2012 at 07:30 PM. |
#229
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East, I suppose.
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#230
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East seems as good a direction as any, so let's go.
>e Cabinet Room An annexe to the museum, containing sundry archaelogical finds, badly labelled in German (which you can hardly read at the best of times) and securely pinioned inside glass cabinets. The storm outside thrashes against the narrow dark windows. One cabinet looks particularly vulnerable. Well, if it looks vulnerable... >break cabinet You smash the glass... noisily. Still, the cabinet is open now. But what lies within? >get all from cabinet smooth round stone: (putting the croquet mallet into the canvas rucksack to make room) Removed. papyrus fragment: (putting the postcard of the Champs-Elysees into the canvas rucksack to make room) Removed. [Your score has just gone up by four points.] And that's it for the east. Might as well see what's in the other direction. >w Hall of Exhibits A long painted still life graces one wall near a corner. >w Quote:
A dark staircase, turning from east to south as it descends. The hideous sound of arhythmic chanting can be heard from below. On one step, an empty matchbook lies discarded. Well, if it's discarded, then it's fair game, so... >take matchbook (putting the Tarot box into the canvas rucksack to make room) Taken. Come to think of it, matchbooks usually have stuff written on them, so... >read matchbook It's from the Ruined Castle Cafe, and (like the Cafe) is matchless. Finally reacting to the alarm you set off, Doktor Stein appears and steps toward you, clapping his hands sharply. And dozens of robed figures leap out of the darkness - but these are no security guards. Their faces are painted hideously and they betray no emotion as they pinion you tight... "So, Meldrew. It is all as it was prophesied," says Stein in a perfectly conversational tone as he forces your mouth open and makes you swallow a violet pill. "One of your apothecary ancestors made this drug! Appropriate, no?" You feel queasy, but this is perhaps the least of your problems as they drag you off... Coven Cell An old administrative office of the museum, emptied and made into a prison cell: amateur but effective. As you might expect, the cell door is closed. You can also see an anxious-looking goat and a shepherd's crook here. Oh, spork. How to get out of this situation? I'll leave it for you to find out. Until next time! Unexplored paths: None. Puzzles: Getting the mascot from old Evans. Getting past the museum's security system. A key behind a grating that looks like it may fit the grating. Escaping from the Coven Cell. Inventory: a discarded matchbook (from the Ruined Castle Cafe) a postcard of the Champs-Elysees a Tarot box (which is open)
the Rod of Luck a daisy chain (around your neck, made from yellow daisies and causes certain objects to turn into featureless mahogany rods when waved) a canvas rucksack (which is open, actually a bag of holding)
some old gardeners' gloves (being worn) Score It is nearly midnight on October 31st, 1988, and you are in a museum in Hamburg. You have so far scored 178 out of a possible 550, in 982 turns, giving you the rank of Adventurer. Maps Meldrew Hall, attic: Code:
e-c-b-h /| | X j a-d | f q-p \ | k-g-l | | n-i m | | o r | s b=Old Winery c=Aunt Jemima's Lair (wireless) d=Servant's Room (scarf) e=Potting Room (Aunt Jemima) f=Old Furniture (wrapping paper) g=Over the East Wing h=Storage Room (wheel with handle, dumbwaiter leading to Cellar) i=Disused Observatory (glass ball on telescope stand, smoke detector) j=Airing Cupboard k=Dark Room l=East Annexe m=Dead End (down/east to Beside the Drive) n=Library Storage o=Souvenirs Room (slide projector, ship in a bottle) p=Inside Cupboard (big iron fireplace, open skylight with crank handle, up to Roof) q=Chimney (down to Priest's Hole) r=Alison's Writing Room (bed) s=Tiny Balcony X=game over Meldrew Hall, cellar: Code:
c-a-b | d b=Wine Cellars c=Cellar West (locked door leading northwest, down to Hellish Place) d=Cellars South (robot mouse, hole in wall) Meldrew Hall, gardens and shaft area: Code:
j-i-i-i- | i | -i- | i | -i-i-i-i-i-m | i | g-f-b-d-e | \ h a-c u | | l-n-o q-s-t | \ / k p | r b=Family Tree (plane tree, up to Up the Plane Tree) c=Beside the Wall (potted shrub, one-way path down to Wine Cellar) d=Lawn Ornaments (dark well too small to enter, miniature, weed killer bottle, prayer book, romantic novel, green branch, gas mask) e=Mosaic [can be lagach-ed] f=Clearing g=Garage (garden roller) h=Vegetable Garden (runner bean plant) i=Maze j=Viewpoint Ledge (plaque) k=Dark Shaft (dumbwaiter to Storage Room) l=Dark Passage m=Patio in Maze (down to Crypt) n=Sandstone Passage o=The Octagon (window vent, gilded coffin used to identify rods, scroll) p=White Hallway (painting of Mad Isaac Meldrewe [can be lagach-ed], elephant's foot umbrella stand) q=Bricked Path r=Halfway up the Stairs (up to Servant's Room) s=Hedgery t=Croquet Lawn (colored peg, wickets) u=Summer House (gold watch which is visible but unattainable) Catacombs below the gardens: Code:
a Meldrew Hall, roof: Code:
b \ a b=Battlements Meldrew Hall, ???: Code:
a Meldrew Hall, gardens (1808): Code:
a-b-b-b | b | -b- | b | -b-b-b-b-b | b=Maze Foundations Northeast of the House: Code:
c | b / a b=Public Footpath (down to Hollow) c=Stone Cross (Old Evans with his lucky mascot) Northeast of the House, Hollow: Code:
a Unreal City: Code:
g>b-c | h-d-a-e>f b=Shadowy Hallway (up to Consulting Room) c=Bohemia (mural [can be lagach-ed]) d=Down by River e=Near Ring Road (down to Chatelet-les-Halles) f=Chatelet-les-Halles (map salesman) g=Consulting Room (down to Shadowy Hallway) h=On board the Phlebas (saying "time" will take the protagonist to Garden Stream) Tarot box: Code:
a c | b | d b=Aboard Ship (examine model ship; up to Up the Mast) c=Prow of the Lady Magdalena d=Stern Alexandria: Code:
b | a \ b=Island of Pharos (grating, rusty iron key behind grating) Hamburg by night: Code:
b / a | e-c-d f b=Revolving Door (beach ball) c=Hall of Exhibits (still life [can be lagach-ed]) d=Cabinet Room e=Dark Staircase (down/south to...?) f=Coven Cell (goat, shepherd's crook; you are here) Deaths Missed the point entirely: 5 (irritated Aunt Jemima by trying to steal her gardening gloves, gave up on the search, broke a pipe and had to call a plumber, lectured by Aunt Jemima for four hours, burned down most of the attic) Spooked: 1 (haunted by the ghost of Sir Joshua Meldrewe) Died: 2 (jumped off the mast of the Lady Magdalena without a parachute, spontaneous combustion) Total: 8 Last edited by Kahran042; 06-06-2012 at 07:30 PM. |
#231
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What about picking up the matchbook first instead, then lagach'ing out using the painting after smashing the cabinet?
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#232
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Quote:
I think this is another fine time to calmly wait for the problem to solve itself. |
#233
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I get the feel that the shepherd's crook is another rod.
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#234
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Well, since we're in an inescapable area, might as well just wait it out. What's the worst that could happen? But first, we should probably take that crook since, as Foxeris said, it is a rod.
>get crook (putting the smooth round stone into the canvas rucksack to make room) Taken. >wave crook You seem to lack the will any more. The drug must have taken hold. Uh-oh... You only get one action in the cell before the drug takes effect, which prevents you from doing anything. Meaning that we really don't have anything to do now but... >wait Time passes. >g Time passes. >g Time passes. A key turns in the door and Doktor Stein bursts in. He stops to pat the goat affectionately. "Cheer up, Dobbin. As soon as I've finished this brutal human sacrifice I'll take you for your walk." He feeds Dobbin some sugar-cake. "They make such marvellous cheese," he explains confidentially. In a trance, you go willingly to your (somewhat messy) sacrifice... *** You have died *** Obviously, there must be something we can do to get out of here. It should be pretty obvious from the inventory annotations, but I'll leave it for you to figure out anyway. Unexplored paths: None. Puzzles: Getting the mascot from old Evans. Getting past the museum's security system. A key behind a grating that looks like it may fit the grating. Escaping from the Coven Cell. Inventory: a discarded matchbook (from the Ruined Castle Cafe) a postcard of the Champs-Elysees a Tarot box (which is open)
the Rod of Luck a daisy chain (around your neck, made from yellow daisies and causes certain objects to turn into featureless mahogany rods when waved) a canvas rucksack (which is open, actually a bag of holding)
some old gardeners' gloves (being worn) Score It is nearly midnight on October 31st, 1988, and you are in a museum in Hamburg. You have so far scored 178 out of a possible 550, in 985 turns, giving you the rank of Adventurer. Maps Meldrew Hall, attic: Code:
e-c-b-h /| | X j a-d | f q-p \ | k-g-l | | n-i m | | o r | s b=Old Winery c=Aunt Jemima's Lair (wireless) d=Servant's Room (scarf) e=Potting Room (Aunt Jemima) f=Old Furniture (wrapping paper) g=Over the East Wing h=Storage Room (wheel with handle, dumbwaiter leading to Cellar) i=Disused Observatory (glass ball on telescope stand, smoke detector) j=Airing Cupboard k=Dark Room l=East Annexe m=Dead End (down/east to Beside the Drive) n=Library Storage o=Souvenirs Room (slide projector, ship in a bottle) p=Inside Cupboard (big iron fireplace, open skylight with crank handle, up to Roof) q=Chimney (down to Priest's Hole) r=Alison's Writing Room (bed) s=Tiny Balcony X=game over Meldrew Hall, cellar: Code:
c-a-b | d b=Wine Cellars c=Cellar West (locked door leading northwest, down to Hellish Place) d=Cellars South (robot mouse, hole in wall) Meldrew Hall, gardens and shaft area: Code:
j-i-i-i- | i | -i- | i | -i-i-i-i-i-m | i | g-f-b-d-e | \ h a-c u | | l-n-o q-s-t | \ / k p | r b=Family Tree (plane tree, up to Up the Plane Tree) c=Beside the Wall (potted shrub, one-way path down to Wine Cellar) d=Lawn Ornaments (dark well too small to enter, miniature, weed killer bottle, prayer book, romantic novel, green branch, gas mask) e=Mosaic [can be lagach-ed] f=Clearing g=Garage (garden roller) h=Vegetable Garden (runner bean plant) i=Maze j=Viewpoint Ledge (plaque) k=Dark Shaft (dumbwaiter to Storage Room) l=Dark Passage m=Patio in Maze (down to Crypt) n=Sandstone Passage o=The Octagon (window vent, gilded coffin used to identify rods, scroll) p=White Hallway (painting of Mad Isaac Meldrewe [can be lagach-ed], elephant's foot umbrella stand) q=Bricked Path r=Halfway up the Stairs (up to Servant's Room) s=Hedgery t=Croquet Lawn (colored peg, wickets) u=Summer House (gold watch which is visible but unattainable) Catacombs below the gardens: Code:
a Meldrew Hall, roof: Code:
b \ a b=Battlements Meldrew Hall, ???: Code:
a Meldrew Hall, gardens (1808): Code:
a-b-b-b | b | -b- | b | -b-b-b-b-b | b=Maze Foundations Northeast of the House: Code:
c | b / a b=Public Footpath (down to Hollow) c=Stone Cross (Old Evans with his lucky mascot) Northeast of the House, Hollow: Code:
a Unreal City: Code:
g>b-c | h-d-a-e>f b=Shadowy Hallway (up to Consulting Room) c=Bohemia (mural [can be lagach-ed]) d=Down by River e=Near Ring Road (down to Chatelet-les-Halles) f=Chatelet-les-Halles (map salesman) g=Consulting Room (down to Shadowy Hallway) h=On board the Phlebas (saying "time" will take the protagonist to Garden Stream) Tarot box: Code:
a c | b | d b=Aboard Ship (examine model ship; up to Up the Mast) c=Prow of the Lady Magdalena d=Stern Alexandria: Code:
b | a \ b=Island of Pharos (grating, rusty iron key behind grating) Hamburg by night: Code:
b / a | e-c-d f b=Revolving Door (beach ball) c=Hall of Exhibits (still life [can be lagach-ed]) d=Cabinet Room e=Dark Staircase (down/south to...?) f=Coven Cell (goat, shepherd's crook; you are here) Deaths Missed the point entirely: 5 (irritated Aunt Jemima by trying to steal her gardening gloves, gave up on the search, broke a pipe and had to call a plumber, lectured by Aunt Jemima for four hours, burned down most of the attic) Spooked: 1 (haunted by the ghost of Sir Joshua Meldrewe) Died: 3 (jumped off the mast of the Lady Magdalena without a parachute, spontaneous combustion, brutally sacrificed by a druidic coven) Total: 9 Last edited by Kahran042; 06-06-2012 at 07:31 PM. |
#235
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Maybe the iron key will unlock the door? Or maybe use the rod of returning?
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#236
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Aha! Take the tablet!
Then I'm at a loss. Maybe we can hide and zap Dr. Stein with our rod of fire when he comes in? Or maybe our new rod will do something useful. |
#237
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Drugs can only be countered by more drugs.
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#238
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Drugs are my anti-drug.
By the way, I actually replayed up to this moment so that I have both the tablet and the Rod of Returning at hand, due to this game's wonky inventory system. >eat tablet It tastes alarmingly of chocolate. Well, chocolate is never a bad thing. But maybe now I can overpower Dr. Stein when he comes into the cell this time? >z Time passes. >z Time passes. >z Time passes. >z Time passes. A key turns in the door and Doktor Stein bursts in. He stops to pat the goat affectionately. "Cheer up, Dobbin. As soon as I've finished this brutal human sacrifice I'll take you for your walk." He feeds Dobbin some sugar-cake. "They make such marvellous cheese," he explains confidentially. Kicking and screaming, you are are dragged off to a grisly sacrifice... *** You have died *** Guess not. The only difference was a change in the death message. So let's try out the Rod of Returning after getting the crook. After playing through up to the cell again... >eat tablet It tastes alarmingly of chocolate. >get crook Taken. >strike rod of returning The rod charges with etherial power, drawn up from the earth through ley lines... >point it at me You are engulfed in a cloud of spinning white lights, like insects. When the swarm clears, you find yourself transported... Old Winery This small cavity at the north end of the attic once housed all manner of home-made wine paraphernalia, now lost and unlamented. Steps, provided with a good strong banister rail, lead down and to the west, and the banister rail continues along a passage east. You can see a labelled glass demijohn (which is empty) here. And we're back at Meldrew Hall. Now, we never got a good chance to examine the stuff from the cabinet, so let's do that now. >examine papyrus Only one line has survived intact: .<anoppe> an-spe : ska er nog-er an-ge : to-ro-ma ka ur Al-x-an-dr u bir ka ur-a an-ge ur >examine stone A smooth palm-sized disc, perhaps of pumice stone, painted in yellows and browns with a single star motif, around which (clockwise) are the words "nog", "er", "ska" and "iw". If you remember the label rightly, something funny has been done to a piece of metal embedded in the top, but your German wasn't up to understanding what. Well, darn. The papyrus seems to hint at something in Alexandria, but I have no idea as to what the stone could mean. But, first things first. As Foxeris suggested, the shepherd's crook is a rod, so let's get it ID'ed. >e Storage Room You can see a crumpled piece of paper here. >turn wheel off You switch the wheel off. >turn wheel It spins round smoothly, and the dumbwaiter is hoisted into view. >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. >n Dark Passage A secret passage slants down to the east through a sandstone recess. At the north end is a metal door, standing open. >e Sandstone Passage >e The Octagon There is a little window-vent high in the southwest wall. A rather morbid gilded model coffin rests open here. Leaned against one of the eight corners is a ragged white parchment scroll. >wave crook Light pulses around the daisy chain, then leaps out to engulf the shepherd's crook which melts into a featureless mahogany rod! [Your score has just gone up by six points.] >put featureless rod in coffin The mahogany rod fits in perfectly. >close coffin The coffin sparks, spitting with electricity, and begins throbbing with a life of its own! >open coffin You open the gilded model coffin, revealing the Rod of Husbandry. >get rod of husbandry Taken. And that seems like a good place to end today's update. Where to from here? Unexplored paths: None. Puzzles: Getting the mascot from old Evans. A key behind a grating that looks like it may fit the grating. Inventory: the Rods of Husbandry and Returning a papyrus fragment a daisy chain (around your neck, made from yellow daisies and causes certain objects to turn into featureless mahogany rods when waved) a canvas rucksack (which is open, actually a bag of holding)
some old gardeners' gloves (being worn) Score This is the afternoon of June 3rd, 1993, and you are in Meldrew Hall. You have so far scored 188 out of a possible 550, in 1003 turns, giving you the rank of Adventurer. Maps Meldrew Hall, attic: Code:
e-c-b-h /| | X j a-d | f q-p \ | k-g-l | | n-i m | | o r | s b=Old Winery c=Aunt Jemima's Lair (wireless) d=Servant's Room (scarf) e=Potting Room (Aunt Jemima) f=Old Furniture (wrapping paper) g=Over the East Wing h=Storage Room (wheel with handle, dumbwaiter leading to Cellar) i=Disused Observatory (glass ball on telescope stand, smoke detector) j=Airing Cupboard k=Dark Room l=East Annexe m=Dead End (down/east to Beside the Drive) n=Library Storage o=Souvenirs Room (slide projector, ship in a bottle) p=Inside Cupboard (big iron fireplace, open skylight with crank handle, up to Roof) q=Chimney (down to Priest's Hole) r=Alison's Writing Room (bed) s=Tiny Balcony X=game over Meldrew Hall, cellar: Code:
c-a-b | d b=Wine Cellars c=Cellar West (locked door leading northwest, down to Hellish Place) d=Cellars South (robot mouse, hole in wall) Meldrew Hall, gardens and shaft area: Code:
j-i-i-i- | i | -i- | i | -i-i-i-i-i-m | i | g-f-b-d-e | \ h a-c u | | l-n-o q-s-t | \ / k p | r b=Family Tree (plane tree, up to Up the Plane Tree) c=Beside the Wall (potted shrub, one-way path down to Wine Cellar) d=Lawn Ornaments (dark well too small to enter, miniature, weed killer bottle, prayer book, romantic novel, green branch, gas mask) e=Mosaic [can be lagach-ed] f=Clearing g=Garage (garden roller) h=Vegetable Garden (runner bean plant) i=Maze j=Viewpoint Ledge (plaque) k=Dark Shaft (dumbwaiter to Storage Room) l=Dark Passage m=Patio in Maze (down to Crypt) n=Sandstone Passage o=The Octagon (window vent, gilded coffin used to identify rods, scroll; you are here) p=White Hallway (painting of Mad Isaac Meldrewe [can be lagach-ed], elephant's foot umbrella stand) q=Bricked Path r=Halfway up the Stairs (up to Servant's Room) s=Hedgery t=Croquet Lawn (colored peg, wickets) u=Summer House (gold watch which is visible but unattainable) Catacombs below the gardens: Code:
a Meldrew Hall, roof: Code:
b \ a b=Battlements Meldrew Hall, ???: Code:
a Meldrew Hall, gardens (1808): Code:
a-b-b-b | b | -b- | b | -b-b-b-b-b | b=Maze Foundations Northeast of the House: Code:
c | b / a b=Public Footpath (down to Hollow) c=Stone Cross (Old Evans with his lucky mascot) Northeast of the House, Hollow: Code:
a Unreal City: Code:
g>b-c | h-d-a-e>f b=Shadowy Hallway (up to Consulting Room) c=Bohemia (mural [can be lagach-ed]) d=Down by River e=Near Ring Road (down to Chatelet-les-Halles) f=Chatelet-les-Halles (map salesman) g=Consulting Room (down to Shadowy Hallway) h=On board the Phlebas (saying "time" will take the protagonist to Garden Stream) Tarot box: Code:
a c | b | d b=Aboard Ship (examine model ship; up to Up the Mast) c=Prow of the Lady Magdalena d=Stern Alexandria: Code:
b | a \ b=Island of Pharos (grating, rusty iron key behind grating) Hamburg by night: Code:
b / a | e-c-d f b=Revolving Door c=Hall of Exhibits (still life [can be lagach-ed]) d=Cabinet Room e=Dark Staircase (down/south to...?) f=Coven Cell (goat) Deaths Missed the point entirely: 5 (irritated Aunt Jemima by trying to steal her gardening gloves, gave up on the search, broke a pipe and had to call a plumber, lectured by Aunt Jemima for four hours, burned down most of the attic) Spooked: 1 (haunted by the ghost of Sir Joshua Meldrewe) Died: 3 (jumped off the mast of the Lady Magdalena without a parachute, spontaneous combustion, brutally sacrificed by a druidic coven) Total: 9 By the way, one of the items in our current inventory is an unidentified rod, but it's not quite like the others. In addition, revealing it too soon will render the game unwinnable. Its other purpose is hinted at in the brnze mural in the crypt, but I won't say anything other than that...don't want this spoiler to be too spoilery, after all. Last edited by Kahran042; 06-06-2012 at 07:32 PM. |
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Should we go try the new tarot cards in the projector next?
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#240
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What does a rod of husbandry dooooo? Does it make someone your husband? Does it tame animals? Does it make an animal your husband?
We need answers! (Meanwhile, I suspect the croquet mallet is our missing rod) |