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A tale as old as time… let's play Bronze!

Heh, of course we’ll do both, but I’m a little apprehensive about the dry rustling, so I’d probably go for the chimes first.
 
How about checking out those wind chimes?
Northeast. Cardinal directions are for suckers.
Heh, of course we’ll do both, but I’m a little apprehensive about the dry rustling, so I’d probably go for the chimes first.

Kirin has the tie-breaking vote, so let's go east first!

>e

Darkness
Though a dim light filters down from the law library, you can see almost nothing of the contents of your current location. You find yourself concentrating all the more alertly on your hearing, as though the slightest echo might offer a clue.

Windchimes ring, muted, from the east, competing with some dry sifting from the north. You can also make out your own steady breathing.


Looks like there are paths here leading east and north, but we wanted to check out both paths, so…

>w.ne.

Darkness
Though a dim light filters down from the servant quarters, you can see almost nothing of the contents of your current location. You find yourself concentrating all the more alertly on your hearing, as though the slightest echo might offer a clue.

Windchimes ring, almost inaudible, from the east, competing with some dry sifting from the northeast. You can also make out your own steady breathing.

Darkness
It's so dark in here that you have to feel your way along, and are nervous of tripping at any moment. You find yourself concentrating all the more alertly on your hearing, as though the slightest echo might offer a clue.

Windchimes ring, muted, from the southeast. You can also make out your own steady breathing and some dry sifting from the immediate vicinity.

Which way now?

Current puzzles:
Finding a light source.
Getting by the phantom guards.
Unlocking the door east of the Treasure Room.
Unlocking the case in the Treasure Room.
Airing out the room north of the Private Parlor.

Maps
1F:
|
h c-i j-
| | | /
g-f-b-d-k-m
/| \
e a l
a=Drawbridge
b=Entrance Hall
c=Central Courtyard
d=Scarlet Gallery
e=Guard Tower
f=Great Dining Hall
g=Enormous Kitchen
h=Servant Quarters (down to Darkness)
i=Ground Floor Helical Staircase [gargoyle] (up to Upstairs Helical Staircase)
j=Treasure Room [sceptre, puzzle piece, cloven shoes]
k=Gallery of Historical Paintings
l=Scarlet Tower
m=Room with the Labyrinth Floor (down to Darkness)

2F:
|
a-b-c
/|\
e f d
|
g
a=Upstairs Helical Staircase
b=Private Parlor
c=Guest Bedroom (tapestry depicting small man leading large demon on string)
d=Empty Bedroom (shackle)
e=Green Bedroom (royal portrait)
f=Crystal Bedroom
g=Gilded Balcony

B1:
d
/|\
a-c-

b
a=Darkness (up to Servant Quarters)
b=Darkness (up to Room with the Labyrinth Floor)
c=Darkness
d=Darkness (you are here)

Unexplored paths:
North from Central Courtyard (blocked by a phantom guard).
North from Private Parlor (blocked by a smell of roses and death, contains a little gold dinner bell).
East from Treasure Room (locked).
North from Great Dining Hall (blocked by a phantom guard).
East from Darkness (c).
Southeast from Darkness (d).

Inventory:
A helmet (being worn, increases vigilance and strengthens hearing)
A stool
 
Can we.. examine or think about the “dry sifting” that’s going on right here? If that doesn’t work out, the only obvious thing is continue toward the source of the chimes to the SE.
 
Can we.. examine or think about the “dry sifting” that’s going on right here? If that doesn’t work out, the only obvious thing is continue toward the source of the chimes to the SE.
Good question. Let's try both.

>examine sifting
It is pitch dark, and you can't see a thing.

>think about sifting
You might find out something if you examine the dust. (Then again, you might not -- but it's worth a try.)

Maybe… let's give it a try.

>examine dust
It is pitch dark, and you can't see a thing.


Guess not. So, let's continue to the southeast.

>se

Darkness
It's so dark in here that you have to feel your way along, and are nervous of tripping at any moment. You find yourself concentrating all the more alertly on your hearing, as though the slightest echo might offer a clue.

Windchimes ring, melodious, from the northeast, competing with some dry sifting from the northwest and an irregular dripping from the southeast. You can also make out your own steady breathing.


Where to from here? Shall we continue following the windchimes, or investigate the irregular dripping to the southeast?

Current puzzles:
Finding a light source.
Getting by the phantom guards.
Unlocking the door east of the Treasure Room.
Unlocking the case in the Treasure Room.
Airing out the room north of the Private Parlor.

Maps
1F:
|
h c-i j-
| | | /
g-f-b-d-k-m
/| \
e a l
a=Drawbridge
b=Entrance Hall
c=Central Courtyard
d=Scarlet Gallery
e=Guard Tower
f=Great Dining Hall
g=Enormous Kitchen
h=Servant Quarters (down to Darkness)
i=Ground Floor Helical Staircase [gargoyle] (up to Upstairs Helical Staircase)
j=Treasure Room [sceptre, puzzle piece, cloven shoes]
k=Gallery of Historical Paintings
l=Scarlet Tower
m=Room with the Labyrinth Floor (down to Darkness)

2F:
|
a-b-c
/|\
e f d
|
g
a=Upstairs Helical Staircase
b=Private Parlor
c=Guest Bedroom (tapestry depicting small man leading large demon on string)
d=Empty Bedroom (shackle)
e=Green Bedroom (royal portrait)
f=Crystal Bedroom
g=Gilded Balcony

B1:
d
/|\ /
a-c-e
\
b
a=Darkness (up to Servant Quarters)
b=Darkness (up to Room with the Labyrinth Floor)
c=Darkness
d=Darkness
e=Darkness (you are here)

Unexplored paths:
North from Central Courtyard (blocked by a phantom guard).
North from Private Parlor (blocked by a smell of roses and death, contains a little gold dinner bell).
East from Treasure Room (locked).
North from Great Dining Hall (blocked by a phantom guard).
Northeast from Darkness (e).
Southeast from Darkness (e).

Inventory:
A helmet (being worn, increases vigilance and strengthens hearing)
A stool
 
Where to from here? Shall we continue following the windchimes, or investigate the irregular dripping to the southeast?
Eh, we've been tracking these windchimes so far (and they're the most obvious thing that's maybe *meant* to be heard with the helmet), let's track them down first and then come back for the drips.
 
Eh, we've been tracking these windchimes so far (and they're the most obvious thing that's maybe *meant* to be heard with the helmet), let's track them down first and then come back for the drips.
Sounds good to me!

>ne

Darkness
It's so dark in here that you have to feel your way along, and are nervous of tripping at any moment. You find yourself concentrating all the more alertly on your hearing, as though the slightest echo might offer a clue.

Windchimes ring, loud, from the northeast. You can also make out your own steady breathing.

>ne

Darkness
Though a dim light filters down from rose garden, you can see almost nothing of the contents of your current location.

And the windchimes stop here… but maybe…

>up
You climb into the pale light...

Rose Garden
Only one kind of rose grows here, a pink only just distinct from white. This strain creeps over the ground and climbs the walls of the cloister.

In the middle of the garden a way slopes into the ground, reminding you of the entrance to a burial mound.

Strung up by a chain is a set of iron windchimes.


That would explain where the windchime sound was coming from… but what to do from here? Should we investigate the chimes further? Alternatively, there are paths to the south and southeast. Should we check out one or both of them?

Current puzzles:
Finding a light source.
Getting by the phantom guards.
Unlocking the door east of the Treasure Room.
Unlocking the case in the Treasure Room.
Airing out the room north of the Private Parlor.

Maps
1F:
n
|\

|
h c-i j-
| | | /
g-f-b-d-k-m
/| \
e a l
a=Drawbridge
b=Entrance Hall
c=Central Courtyard
d=Scarlet Gallery
e=Guard Tower
f=Great Dining Hall
g=Enormous Kitchen
h=Servant Quarters (down to Darkness)
i=Ground Floor Helical Staircase [gargoyle] (up to Upstairs Helical Staircase)
j=Treasure Room [sceptre, puzzle piece, cloven shoes]
k=Gallery of Historical Paintings
l=Scarlet Tower
m=Room with the Labyrinth Floor (down to Darkness)
n=Rose Garden (down to Darkness) (you are here)

2F:
|
a-b-c
/|\
e f d
|
g
a=Upstairs Helical Staircase
b=Private Parlor
c=Guest Bedroom (tapestry depicting small man leading large demon on string)
d=Empty Bedroom (shackle)
e=Green Bedroom (royal portrait)
f=Crystal Bedroom
g=Gilded Balcony

B1:
g
/
d f
/|\ /
a-c-e
\
b
a=Darkness (up to Servant Quarters)
b=Darkness (up to Room with the Labyrinth Floor)
c=Darkness
d=Darkness
e=Darkness
f=Darkness
g=Darkness (up to Rose Garden)

Unexplored paths:
North from Central Courtyard (blocked by a phantom guard).
North from Private Parlor (blocked by a smell of roses and death, contains a little gold dinner bell).
East from Treasure Room (locked).
North from Great Dining Hall (blocked by a phantom guard).
Southeast from Darkness (e).
South from Rose Garden.
Southeast from Rose Garden.

Inventory:
A helmet (being worn, increases vigilance and strengthens hearing)
A stool
 
Obviously examine/think about the chimes, maybe we can dredge up an interesting memory. Then, since we’re here, may as well wander south and see whether we eventually run into the same ghostly guards that blocked us from the other direction. In the event that we hit a quick dead end there we can of course check the SE too. (Only other obvious thing we haven’t done is connect the underground back toward the labyrinth room by following the dripping sound, but that seems like it’ll just be a loop unless there’s another branch down there.)
 
First of all, let's check out those chimes.

>examine chimes
Each chime is engraved with the staring eyes and exaggerated nostrils of a spirit warrior.

>think about chimes
To reach the windchimes, it might help to stand on something.

Shall I go on? > y
Try standing on the stool.


That might come in handy later… but Kirin made some other suggestions, too, so let's try them out.

>s

Cloister Walk
A pleasant cloister overlooking the rose garden to the north. You have walked it many times, seeking to waste the excesses of time at your disposal.


We've got paths to the east and west from here, so might as well see if east of here is southeast of the garden, as I suspect.

>e

Walk's End
Lucrezia, they say, died here. It is only a turning point in the corridor, with a bench.

On the stone bench are some discarded embroidery materials.


Looks like it does, and there's a path to the south, too. First things first, though. I somehow doubt those embroidery materials are nailed down, so, being an adventurer…

>take materials
You acquire the discarded embroidery materials, and assess it
(sic) curiously.

A few weeks ago now, he came to you with a quick step. "Look, it took me all morning, but I found this." Holding out the basket of threads, the folded linen. Not in bad condition, either.

"What is that for?" You were never much for sewing things at home, even before your mother died.

"I thought -- since you're so bored here --" He lowered his arm. "When I saw more of the world, I knew a number of young ladies who were very fond of it. My sister liked to make stories with hers."

You opened your mouth, looking for something to say.

"I see," he answered. "The world has changed. What do young ladies do now?"

"I don't know," you reply. "My father fell on hard times. We live in the country. I'm more or less a milkmaid, these days."

At the word milkmaid, his mouth twisted a little and he shrugged. "I cannot provide any cows," he said, after a long time.

You reacquaint yourself with its appearance: The little that is already done is old-fashioned blackwork, like your grandmother's mother might have stitched.


Where to from here? Should we check out the exits from the gardens, or maybe explore the basement further? Or maybe try using the stool to further investigate the windchimes?

Current puzzles:
Finding a light source.
Getting by the phantom guards.
Unlocking the door east of the Treasure Room.
Unlocking the case in the Treasure Room.
Airing out the room north of the Private Parlor.

Maps
1F:
n
|\
-o-p
| |
h c-i j-
| | | /
g-f-b-d-k-m
/| \
e a l
a=Drawbridge
b=Entrance Hall
c=Central Courtyard
d=Scarlet Gallery
e=Guard Tower
f=Great Dining Hall
g=Enormous Kitchen
h=Servant Quarters (down to Darkness)
i=Ground Floor Helical Staircase [gargoyle] (up to Upstairs Helical Staircase)
j=Treasure Room [sceptre, puzzle piece, cloven shoes]
k=Gallery of Historical Paintings
l=Scarlet Tower
m=Room with the Labyrinth Floor (down to Darkness)
n=Rose Garden (down to Darkness)
o=Cloister Walk
p=Walk's End (stone bench; you are here)

2F:
|
a-b-c
/|\
e f d
|
g
a=Upstairs Helical Staircase
b=Private Parlor
c=Guest Bedroom (tapestry depicting small man leading large demon on string)
d=Empty Bedroom (shackle)
e=Green Bedroom (royal portrait)
f=Crystal Bedroom
g=Gilded Balcony

B1:
g
/
d f
/|\ /
a-c-e
\
b
a=Darkness (up to Servant Quarters)
b=Darkness (up to Room with the Labyrinth Floor)
c=Darkness
d=Darkness
e=Darkness
f=Darkness
g=Darkness (up to Rose Garden)

Unexplored paths:
North from Central Courtyard (blocked by a phantom guard).
North from Private Parlor (blocked by a smell of roses and death, contains a little gold dinner bell).
East from Treasure Room (locked).
North from Great Dining Hall (blocked by a phantom guard).
Southeast from Darkness (e).
West from Cloister Walk.
South from Walk's End.

Inventory:
A helmet (being worn, increases vigilance and strengthens hearing)
A stool
Some discarded embroidery materials
 
Seems like I'm the only one "playing" this, and a new job is making me slower to see updates, but since I'm finally here...

Obviously let's use the stool to check out the windchimes in more detail (maybe we can even unhook them and bring them with us? but I'd like to know more about their "spirit warriors" regardless). Then we may as well check south from Walk's End and see if we connect back to anything, and if there's nothing new and interesting there then go back West from the main Cloister Walk.
 
Seems like I'm the only one "playing" this, and a new job is making me slower to see updates, but since I'm finally here...

Obviously let's use the stool to check out the windchimes in more detail (maybe we can even unhook them and bring them with us? but I'd like to know more about their "spirit warriors" regardless). Then we may as well check south from Walk's End and see if we connect back to anything, and if there's nothing new and interesting there then go back West from the main Cloister Walk.
Good suggestions, all. First of all, checking out the windchimes.

>nw

Rose Garden
Only one kind of rose grows here, a pink only just distinct from white. This strain creeps over the ground and climbs the walls of the cloister.

In the middle of the garden a way slopes into the ground, reminding you of the entrance to a burial mound.

Strung up by a chain is a set of iron windchimes.

>drop stool
You set the stool down next to one wall.

>stand on stool
You stand, a little precariously, on the stool, and are now more or less the same height as an ordinary person.

>examine chimes
Each chime is engraved with the staring eyes and exaggerated nostrils of a spirit warrior.


Same description as before, but maybe now we can…

>take chimes
The chimes have been locked to the chain that supports them.


Aye, there be the rub. Looks like we've got a new puzzle! But before we deal with it, let's see what's south of the Rose Cloister.

>se.s.
You decide that you'll need to get down first. You get off the stool.

Rose Garden
Only one kind of rose grows here, a pink only just distinct from white. This strain creeps over the ground and climbs the walls of the cloister.

In the middle of the garden a way slopes into the ground, reminding you of the entrance to a burial mound.

Strung up by a chain is a set of iron windchimes.

You can also see a stool here.

Walk's End
Lucrezia, they say, died here. It is only a turning point in the corridor, with a bench.

Scrying Room
A place for consulting with the servants, summoning them by their instruments and allowing their spirits to manifest in the mirrors. But you know this only from explanation, because the mirrors and glasses have been broken or carried away to the Crystal Bedroom, when they ceased to reflect anything that gave pleasure to their master.

Nearby a small door leads west to the treasure room.

A small key hangs beside the door.


We haven't been here before, and there's a key. Yoink!

>take key
You acquire the small key, and assess it curiously.

The key is of the sort of delicate design intended to unlock more than one thing.

The small key unlocks the small door.


I assume that's the small door mentioned in the room description. Next time, should we check out said door, or see if the key works on the windchimes?

Current puzzles:
Finding a light source.
Getting by the phantom guards.
Unlocking the door east of the Treasure Room.
Unlocking the case in the Treasure Room.
Airing out the room north of the Private Parlor.
Unlocking the windchimes in the Rose Garden.

Maps
1F:
n
|\
-o-p
| |
h c-i j-q
| | | /
g-f-b-d-k-m
/| \
e a l
a=Drawbridge
b=Entrance Hall
c=Central Courtyard
d=Scarlet Gallery
e=Guard Tower
f=Great Dining Hall
g=Enormous Kitchen
h=Servant Quarters (down to Darkness)
i=Ground Floor Helical Staircase [gargoyle] (up to Upstairs Helical Staircase)
j=Treasure Room [sceptre, puzzle piece, cloven shoes]
k=Gallery of Historical Paintings
l=Scarlet Tower
m=Room with the Labyrinth Floor (down to Darkness)
n=Rose Garden (down to Darkness)
o=Cloister Walk
p=Walk's End
q=Scrying Room (stone bench; you are here)

2F:
|
a-b-c
/|\
e f d
|
g
a=Upstairs Helical Staircase
b=Private Parlor
c=Guest Bedroom (tapestry depicting small man leading large demon on string)
d=Empty Bedroom (shackle)
e=Green Bedroom (royal portrait)
f=Crystal Bedroom
g=Gilded Balcony

B1:
g
/
d f
/|\ /
a-c-e
\
b
a=Darkness (up to Servant Quarters)
b=Darkness (up to Room with the Labyrinth Floor)
c=Darkness
d=Darkness
e=Darkness
f=Darkness
g=Darkness (up to Rose Garden)

Unexplored paths:
North from Central Courtyard (blocked by a phantom guard).
North from Private Parlor (blocked by a smell of roses and death, contains a little gold dinner bell).
East from Treasure Room (locked).
North from Great Dining Hall (blocked by a phantom guard).
Southeast from Darkness (e).
West from Cloister Walk.
West from Scrying Room.

Inventory:
A helmet (being worn, increases vigilance and strengthens hearing)
Some discarded embroidery materials
A small key (presumably opens the door west of the Scrying Room, may open other things)
 
Although… since we’re here we may as well unlock the small door (solving our “east of treasure room” puzzle just to create a shortcut back) and while there see if the key works on the treasure case as well. But then yes, try is on the wind chimes too.
 
Although… since we’re here we may as well unlock the small door (solving our “east of treasure room” puzzle just to create a shortcut back) and while there see if the key works on the treasure case as well. But then yes, try is on the wind chimes too.
Sounds good to me!

>w
(first opening the small door)
(first unlocking the small door)
(with the small key)

Treasure Room
Locked in an iron cage are the house treasures not in use: the collection consists of a sceptre, a puzzle piece, and a pair of cloven shoes, at present -- he showed them to you one rainy day, telling you their many histories.

Nearby an open small door leads east to the scrying room.


And it works! Now to see if the key works on the cage…

>unlock cage
You lack a key that fits the iron cage.


Unfortunately, it doesn't. But maybe it'll fit the windchimes.

>e.n.w.n.

Scrying Room
A place for consulting with the servants, summoning them by their instruments and allowing their spirits to manifest in the mirrors. But you know this only from explanation, because the mirrors and glasses have been broken or carried away to the Crystal Bedroom, when they ceased to reflect anything that gave pleasure to their master.

Nearby an open small door leads west to the treasure room.

Walk's End
Lucrezia, they say, died here. It is only a turning point in the corridor, with a bench.

Cloister Walk
A pleasant cloister overlooking the rose garden to the north. You have walked it many times, seeking to waste the excesses of time at your disposal.

Rose Garden
Only one kind of rose grows here, a pink only just distinct from white. This strain creeps over the ground and climbs the walls of the cloister.

In the middle of the garden a way slopes into the ground, reminding you of the entrance to a burial mound.

Strung up by a chain is a set of iron windchimes.

You can also see a stool here.

>stand on stool
You stand, a little precariously, on the stool, and are now more or less the same height as an ordinary person.

>unlock windchimes
(with the small key)
You unlock the iron windchimes.


And, now that they're unlocked…

>take windchimes
You take the chimes down, silencing them and muting their power. When they are entirely still, they fade from your grip and vanish.


Interesting - they disappeared when we took them. What effect could this have? Maybe we can find out next time!

Current puzzles:
Finding a light source.
Getting by the phantom guards.
Unlocking the cage in the Treasure Room.
Airing out the room north of the Private Parlor.
Unlocking the windchimes in the Rose Garden.

Maps
1F:
n
|\
-o-p
| |
h c-i j-q
| | | /
g-f-b-d-k-m
/| \
e a l
a=Drawbridge
b=Entrance Hall
c=Central Courtyard
d=Scarlet Gallery
e=Guard Tower
f=Great Dining Hall
g=Enormous Kitchen
h=Servant Quarters (down to Darkness)
i=Ground Floor Helical Staircase [gargoyle] (up to Upstairs Helical Staircase)
j=Treasure Room [sceptre, puzzle piece, cloven shoes]
k=Gallery of Historical Paintings
l=Scarlet Tower
m=Room with the Labyrinth Floor (down to Darkness)
n=Rose Garden (down to Darkness; you are here)
o=Cloister Walk
p=Walk's End (stone bench)
q=Scrying Room

2F:
|
a-b-c
/|\
e f d
|
g
a=Upstairs Helical Staircase
b=Private Parlor
c=Guest Bedroom (tapestry depicting small man leading large demon on string)
d=Empty Bedroom (shackle)
e=Green Bedroom (royal portrait)
f=Crystal Bedroom
g=Gilded Balcony

B1:
g
/
d f
/|\ /
a-c-e
\
b
a=Darkness (up to Servant Quarters)
b=Darkness (up to Room with the Labyrinth Floor)
c=Darkness
d=Darkness
e=Darkness
f=Darkness
g=Darkness (up to Rose Garden)

Unexplored paths:
North from Central Courtyard (blocked by a phantom guard).
North from Private Parlor (blocked by a smell of roses and death, contains a little gold dinner bell).
North from Great Dining Hall (blocked by a phantom guard).
Southeast from Darkness (e).
West from Cloister Walk.

Inventory:
A helmet (being worn, increases vigilance and strengthens hearing)
Some discarded embroidery materials
A small key (which opens the iron windchimes and the small door)
 
Oh, I wonder if silencing the chimes unsummoned any phantom guards, if they were the “spirit warriors” in question. Anyway since we’re nearby, let’s explore west from the Cloister Walk and see if it connects to any of our previously blocked paths on the west side.
 
This week's suggestion: seeing what lies west of the Cloister Walk.

>s.w.
You decide that you'll need to get down first. You get off the stool.

Rose Garden
Only one kind of rose grows here, a pink only just distinct from white. This strain creeps over the ground and climbs the walls of the cloister.

In the middle of the garden a way slopes into the ground, reminding you of the entrance to a burial mound.

You can see a stool here.

Cloister Walk
A pleasant cloister overlooking the rose garden to the north. You have walked it many times, seeking to waste the excesses of time at your disposal.

Parliamentary Chambers
Despite its grand name, this is one of the smaller chambers of the castle, because the kings were never inclined to brook too much advice. On each side of the room are two neat oak benches, seating for perhaps thirty men -- and, more rarely, women, and a few characters who could not be called by either term.


The benches are the only objects mentioned in this room, so…

>examine benches
The appearance of the oak benches has not changed significantly since you left.

>remember benches
You could sit on the oak benches.


And maybe I will.

>sit on bench
You get onto the oak benches.


Positively thrilling… anyway, the only unexplored exit from this room is to the west. Should we check it out, or see if taking down the windchimes unsummoned the phantom guards? Or maybe both?

Current puzzles:
Finding a light source.
Getting by the phantom guards.
Unlocking the cage in the Treasure Room.
Airing out the room north of the Private Parlor.

Maps
1F:
n
|\
-r-o-p
| |
h c-i j-q
| | | /
g-f-b-d-k-m
/| \
e a l
a=Drawbridge
b=Entrance Hall
c=Central Courtyard
d=Scarlet Gallery
e=Guard Tower
f=Great Dining Hall
g=Enormous Kitchen
h=Servant Quarters (down to Darkness)
i=Ground Floor Helical Staircase [gargoyle] (up to Upstairs Helical Staircase)
j=Treasure Room [sceptre, puzzle piece, cloven shoes]
k=Gallery of Historical Paintings
l=Scarlet Tower
m=Room with the Labyrinth Floor (down to Darkness)
n=Rose Garden (down to Darkness)
o=Cloister Walk
p=Walk's End
q=Scrying Room (stone bench)
r=Parliamentary Chambers (you are here)

2F:
|
a-b-c
/|\
e f d
|
g
a=Upstairs Helical Staircase
b=Private Parlor
c=Guest Bedroom (tapestry depicting small man leading large demon on string)
d=Empty Bedroom (shackle)
e=Green Bedroom (royal portrait)
f=Crystal Bedroom
g=Gilded Balcony

B1:
g
/
d f
/|\ /
a-c-e
\
b
a=Darkness (up to Servant Quarters)
b=Darkness (up to Room with the Labyrinth Floor)
c=Darkness
d=Darkness
e=Darkness
f=Darkness
g=Darkness (up to Rose Garden)

Unexplored paths:
North from Central Courtyard (blocked by a phantom guard).
North from Private Parlor (blocked by a smell of roses and death, contains a little gold dinner bell).
North from Great Dining Hall (blocked by a phantom guard).
Southeast from Darkness (e).
West from Parliamentary Chambers.

Inventory:
A helmet (being worn, increases vigilance and strengthens hearing)
Some discarded embroidery materials
A small key (which opens the iron windchimes and the small door)
 
Yeah, it seems like continuing west may circle us back near some of the previously blocked exits anyway, so may as well continue that direction first.
 
Kirin and Torzelbaum both have some good suggestions, so let's go west, young woman.

>w
You decide that you'll need to get down first. You get off the oak benches.

Parliamentary Chambers
Despite its grand name, this is one of the smaller chambers of the castle, because the kings were never inclined to brook too much advice. On each side of the room are two neat oak benches, seating for perhaps thirty men -- and, more rarely, women, and a few characters who could not be called by either term.

State Rotunda
Built for the bureaucratic offices of the palace. Inlaid in the floor is the map of all the lands that once this palace commanded; and from the stains and driblets of wax, it is clear to you that someone at some time thought it useful to set a candle at the map's center, and observe the result.


This room has exits to the south, southwest, and west, the latter two of which are both marked as unexplored. Before checking out any of them, though, let's take a closer look at that map.

>examine map
Since the lands of the Kingdom were once quite dispersed the cartographer has, from indolence, fancy, or an urge to flatter, omitted all the territories that intervened, so that here floating in a cherry-wood sea are the State of Medici-Credenza; the Emirate of Elzibad; the Equine Protectorate of Argos; a goodly portion of Essex; and Malta, the only true island of the lot.

There is writing around the map's edge, not legible in this light.


Interesting… some of those place names suggest that this is set on an altered version of Earth, like some of Ms. Short's other works. I'm also wondering if the Emirate of Elzibad has anything to do with the late King Elzibad, described earlier in this LP. At any rate, without a candle, there's no way of knowing what other properties this map may have, so let's test Kirin's (and my!) theory and head…

>south

Central Courtyard
Open to a grey sky, from which a light rain falls. You have never seen the courtyard otherwise: it rains in every season, winter or summer, no matter what lies beyond the moat.

The castle proper opens both north and south, and to the east a helical staircase ascends to the roof.

And the theory is proven true - the windchimes summoned the spirit warriors to guard the exits, which should now be unblocked! Speaking of exits, where should we explore next?

Current puzzles:
Finding a light source - probably a candle which we can also use to further investigate the map in the State Rotunda.
Getting by the phantom guards.
Unlocking the cage in the Treasure Room.
Airing out the room north of the Private Parlor.

Maps
1F:
n
|\
-s-r-o-p
/| |
h c-i j-q
| | | /
g-f-b-d-k-m
/| \
e a l
a=Drawbridge
b=Entrance Hall
c=Central Courtyard (you are here)
d=Scarlet Gallery
e=Guard Tower
f=Great Dining Hall
g=Enormous Kitchen
h=Servant Quarters (down to Darkness)
i=Ground Floor Helical Staircase [gargoyle] (up to Upstairs Helical Staircase)
j=Treasure Room [sceptre, puzzle piece, cloven shoes]
k=Gallery of Historical Paintings
l=Scarlet Tower
m=Room with the Labyrinth Floor (down to Darkness)
n=Rose Garden (down to Darkness)
o=Cloister Walk
p=Walk's End
q=Scrying Room (stone bench)
r=Parliamentary Chambers
s=State Rotunda

2F:
|
a-b-c
/|\
e f d
|
g
a=Upstairs Helical Staircase
b=Private Parlor
c=Guest Bedroom (tapestry depicting small man leading large demon on string)
d=Empty Bedroom (shackle)
e=Green Bedroom (royal portrait)
f=Crystal Bedroom
g=Gilded Balcony

B1:
g
/
d f
/|\ /
a-c-e
\
b
a=Darkness (up to Servant Quarters)
b=Darkness (up to Room with the Labyrinth Floor)
c=Darkness
d=Darkness
e=Darkness
f=Darkness
g=Darkness (up to Rose Garden)

Unexplored paths:
North from Private Parlor (blocked by a smell of roses and death, contains a little gold dinner bell).
North from Great Dining Hall.
Southeast from Darkness (e).
West from State Rotunda.
Southwest from State Rotunda.

Inventory:
A helmet (being worn, increases vigilance and strengthens hearing)
Some discarded embroidery materials
A small key (which opens the iron windchimes and the small door)
 
Well assuming the castle is Euclidean, southwest from the rotunda should also be north from the dining hall and knock two paths off our unexplored list, so let’s see what’s there. And if that doesn’t turn up any new options, then back and check west from the rotunda.
 
Well assuming the castle is Euclidean, southwest from the rotunda should also be north from the dining hall and knock two paths off our unexplored list, so let’s see what’s there. And if that doesn’t turn up any new options, then back and check west from the rotunda.

Seems logical. Let's do it!

>go to great dining hall
You head south to the entrance hall. And finally west to the great dining hall.

Great Dining Hall
Such a long hall that the soup might get cold between one end and the other. You and he used only the far west end, nearest the kitchen. Once you took to dining together at all, that is; the first few months he brought trays to your room, while you hid.

But then you took to eating here; and at the end of every meal he would stand up formally and ask his question.

>n

Law Library
Many books of precedent line these walls, containing every kind of contract that can be made to bind every kind of soul.

A hole in the floor descends to the other, less savory portion of this place.

You can see a great contract book here.


A new room, with new exits leading north and down. But first, that book looks interesting… so let's check it out.

>examine book
The runes are unfamiliar to you, but you know what the book is: a record of all the contracts of all the souls enslaved to the king of this castle.

You caught him staring at you once. "Your clothing is wearing out. I'll look up a seamstress in the contract book for you."

You plucked the erring sleeve back into place. "You needn't," you said. "I don't mind."

"Yes, but I do," he snapped. "I was once a -- the polite term would be a connoisseur of ladies -- and it is not a taste that goes away. So for everyone's sanity it would be best if you went about fully clothed."

You avoided him for three days, after that incident. But your gowns were all replaced.

Based on this, we probably can't read it, but might as well give it a shot.

>read book
The words are in a language you don't understand: even the Beast had to take it to the translation room to make any sense of it.


Hmm, so there's a translation room. Might be useful to know… but where should we go from here?

Maps
1F:
n
|\
-s-r-o-p
|/| |
h t c-i j-q
| | | /
g-f-b-d-k-m
/| \
e a l
a=Drawbridge
b=Entrance Hall
c=Central Courtyard
d=Scarlet Gallery
e=Guard Tower
f=Great Dining Hall
g=Enormous Kitchen
h=Servant Quarters (down to Darkness)
i=Ground Floor Helical Staircase [gargoyle] (up to Upstairs Helical Staircase)
j=Treasure Room [sceptre, puzzle piece, cloven shoes]
k=Gallery of Historical Paintings
l=Scarlet Tower
m=Room with the Labyrinth Floor (down to Darkness)
n=Rose Garden (down to Darkness)
o=Cloister Walk
p=Walk's End
q=Scrying Room (stone bench)
r=Parliamentary Chambers
s=State Rotunda (map with a place to put a candle)
t=Law Library (great contract book; down to …?; you are here)

2F:
|
a-b-c
/|\
e f d
|
g
a=Upstairs Helical Staircase
b=Private Parlor
c=Guest Bedroom (tapestry depicting small man leading large demon on string)
d=Empty Bedroom (shackle)
e=Green Bedroom (royal portrait)
f=Crystal Bedroom
g=Gilded Balcony

B1:
g
/
d f
/|\ /
a-c-e
\
b
a=Darkness (up to Servant Quarters)
b=Darkness (up to Room with the Labyrinth Floor)
c=Darkness
d=Darkness
e=Darkness
f=Darkness
g=Darkness (up to Rose Garden)

Unexplored paths:
North from Private Parlor (blocked by a smell of roses and death, contains a little gold dinner bell).
North from Great Dining Hall.
Southeast from Darkness (e).
West from State Rotunda.
North from Law Library.
Down from Law Library.

Inventory:
A helmet (being worn, increases vigilance and strengthens hearing)
Some discarded embroidery materials
A small key (which opens the iron windchimes and the small door)
 
While I'm curious about what's down from here (seems like it should be basement room C if we're on a grid, which we didn't notice an up exit from, but we might not be that strictly gridded) but we probably won't get much info without a light source, so may as well head to the one definitely unexplored location to the north of here first.
 
While I'm curious about what's down from here (seems like it should be basement room C if we're on a grid, which we didn't notice an up exit from, but we might not be that strictly gridded) but we probably won't get much info without a light source, so may as well head to the one definitely unexplored location to the north of here first.
Sounds good to me!

>n
You walk far enough in to get a view of sand falling in a huge hourglass. Though it is only a thin stream, it sounds louder than it should: the noise, magnified by your helmet, becomes too much to bear, and you retreat.


Ooh, that could be a problem… but I think I know how to solve it. I mean, the game literally told us!

>remove helmet
You lift the helmet from your head, and the sudden quiet feels like going deaf.

>n

Lower Bulb
In this very tall room, like a silo, is a glass of running sand: not an hourglass, or even a dayglass, but a timer whose duration you do not know. A whole Sahara has poured into its lower chamber, but the trickle from above continues, very fine.

Around the outside of this contraption ascends a wooden staircase.


From here, the unexplored exits are up and west. Which shall we take?

Maps
1F:
n
|\
-u-s-r-o-p
|/| |
h t c-i j-q
| | | /
g-f-b-d-k-m
/| \
e a l
a=Drawbridge
b=Entrance Hall
c=Central Courtyard
d=Scarlet Gallery
e=Guard Tower
f=Great Dining Hall
g=Enormous Kitchen
h=Servant Quarters (down to Darkness)
i=Ground Floor Helical Staircase [gargoyle] (up to Upstairs Helical Staircase)
j=Treasure Room [sceptre, puzzle piece, cloven shoes]
k=Gallery of Historical Paintings
l=Scarlet Tower
m=Room with the Labyrinth Floor (down to Darkness)
n=Rose Garden (down to Darkness)
o=Cloister Walk
p=Walk's End
q=Scrying Room (stone bench)
r=Parliamentary Chambers
s=State Rotunda (map with a place to put a candle)
t=Law Library (great contract book; down to …?)
u=Lower Bulb (up to …?; you are here)

2F:
|
a-b-c
/|\
e f d
|
g
a=Upstairs Helical Staircase
b=Private Parlor
c=Guest Bedroom (tapestry depicting small man leading large demon on string)
d=Empty Bedroom (shackle)
e=Green Bedroom (royal portrait)
f=Crystal Bedroom
g=Gilded Balcony

B1:
g
/
d f
/|\ /
a-c-e
\
b
a=Darkness (up to Servant Quarters)
b=Darkness (up to Room with the Labyrinth Floor)
c=Darkness
d=Darkness
e=Darkness
f=Darkness
g=Darkness (up to Rose Garden)

Unexplored paths:
North from Private Parlor (blocked by a smell of roses and death, contains a little gold dinner bell).
Southeast from Darkness (e).
Down from Law Library.
West from Lower Bulb.
Up from Upper Bulb.

Inventory:
A helmet (increases vigilance and strengthens hearing)
Some discarded embroidery materials
A small key (which opens the iron windchimes and the small door)
 
Hmmmmm up is intriguing but maybe let's try west first and see if we finish off exploring this floor.
 
Hmmmmm up is intriguing but maybe let's try west first and see if we finish off exploring this floor.

Sounds good to me.

Translation Room
Endowed with a deep power that dissolves into ready vernacular even the most ancient and secret scripts of the Law Library.

Usually blazing with the captured light of many thousands of candles, but it has been let to go out, and everything is dim.

And here Beast lies, sprawled on the ground as if he'd fallen.

You can also see an ordinary quill pen here.

"Nothing bad will happen for the first seven days," he said, when you left.

And yet here he is, looking very nearly dead.


Lots to unpack here… but let's take a look at Beast first.

>examine beast
He looks starved, unwell, near death, in fact. He will need to be given food before he will properly revive -- and who knows what else...

It baffles you to find him in this condition, when he could easily have gotten whatever he needed in the kitchen.


Guess that we'll need to find some food for him. But how to do so? First, though, that quill pen isn't nailed down, so…

>get pen
It doesn't look heavy at all, but you can't lift it.


Where to from here?

Puzzles:
Finding a light source - probably a candle which we can also use to further investigate the map in the State Rotunda.
Unlocking the cage in the Treasure Room.
Airing out the room north of the Private Parlor.
Finding food for Beast.
Finding a way to lift the quill pen in the Translation Room.

Maps
1F:
n
|\
v-u-s-r-o-p
|/| |
h t c-i j-q
| | | /
g-f-b-d-k-m
/| \
e a l
a=Drawbridge
b=Entrance Hall
c=Central Courtyard
d=Scarlet Gallery
e=Guard Tower
f=Great Dining Hall
g=Enormous Kitchen
h=Servant Quarters (down to Darkness)
i=Ground Floor Helical Staircase [gargoyle] (up to Upstairs Helical Staircase)
j=Treasure Room [sceptre, puzzle piece, cloven shoes]
k=Gallery of Historical Paintings
l=Scarlet Tower
m=Room with the Labyrinth Floor (down to Darkness)
n=Rose Garden (down to Darkness)
o=Cloister Walk
p=Walk's End
q=Scrying Room (stone bench)
r=Parliamentary Chambers
s=State Rotunda (map with a place to put a candle)
t=Law Library (great contract book; down to …?)
u=Lower Bulb
v=Translation Room (Beast, quill pen that can't be lifted; you are here)

2F:
|
a-b-c
/|\
e f d
|
g
a=Upstairs Helical Staircase
b=Private Parlor
c=Guest Bedroom (tapestry depicting small man leading large demon on string)
d=Empty Bedroom (shackle)
e=Green Bedroom (royal portrait)
f=Crystal Bedroom
g=Gilded Balcony

B1:
g
/
d f
/|\ /
a-c-e
\
b
a=Darkness (up to Servant Quarters)
b=Darkness (up to Room with the Labyrinth Floor)
c=Darkness
d=Darkness
e=Darkness
f=Darkness
g=Darkness (up to Rose Garden)

Unexplored paths:
North from Private Parlor (blocked by a smell of roses and death, contains a little gold dinner bell).
Southeast from Darkness (e).
Down from Law Library.
Up from Upper Bulb.

Inventory:
A helmet (increases vigilance and strengthens hearing)
Some discarded embroidery materials
A small key (which opens the iron windchimes and the small door)
 
Oh shit, plot development. Okay, a few things:

Can we think about Beast here and maybe get any hints of what he was intending to be up to over the week(?) we were gone?
Any chance we can take an un-lit candle from here in hopes of being able to light it somewhere?

Barring anything else we can mess with in here right now, I assume we'll want to swing back to see about trying to extract some food from the kitchen eventually, but first on the way let's explore up the stairs of the giant hourglass and see if we can find anything useful up there. (We also want to get to those unexplored basement areas eventually but it sure would be nice if we can find a light first.)
 
Lots of suggestions today, so let's get down to business.

>think about beast
You're missing an object that might be useful to resolving this problem.

Shall I go on? >


Let's not for now. Instead, let's see if we can take an unlit candle from here.

>take candle
You can't see any such thing.


Guess not. Instead, let's check out the giant hourglass.

>e.u.

Lower Bulb
In this very tall room, like a silo, is a glass of running sand: not an hourglass, or even a dayglass, but a timer whose duration you do not know. A whole Sahara has poured into its lower chamber, but the trickle from above continues, very fine.

Around the outside of this contraption ascends a wooden staircase.

Upper Bulb
In the upper chamber, you find, there is almost as much sand as there is below; indeed for all you can tell the flow might be eternal.

Nearby an ivory door leads southwest.

We've got three exits here - the ivory door mentioned, as well as exits to the east and west. Where to from here?

Puzzles:
Finding a light source - probably a candle which we can also use to further investigate the map in the State Rotunda.
Unlocking the cage in the Treasure Room.
Airing out the room north of the Private Parlor.
Finding food for Beast.

Maps
1F:
n
|\
v-u-s-r-o-p
|/| |
h t c-i j-q
| | | /
g-f-b-d-k-m
/| \
e a l
a=Drawbridge
b=Entrance Hall
c=Central Courtyard
d=Scarlet Gallery
e=Guard Tower
f=Great Dining Hall
g=Enormous Kitchen
h=Servant Quarters (down to Darkness)
i=Ground Floor Helical Staircase [gargoyle] (up to Upstairs Helical Staircase)
j=Treasure Room [sceptre, puzzle piece, cloven shoes]
k=Gallery of Historical Paintings
l=Scarlet Tower
m=Room with the Labyrinth Floor (down to Darkness)
n=Rose Garden (down to Darkness)
o=Cloister Walk
p=Walk's End
q=Scrying Room (stone bench)
r=Parliamentary Chambers
s=State Rotunda (map with a place to put a candle)
t=Law Library (great contract book; down to …?)
u=Lower Bulb (up to Upper Bulb)
v=Translation Room (Beast, quill pen that can't be lifted)

2F:
-h-
/ |
a-b-c
/|\
e f d
|
g
a=Upstairs Helical Staircase
b=Private Parlor
c=Guest Bedroom (tapestry depicting small man leading large demon on string)
d=Empty Bedroom (shackle)
e=Green Bedroom (royal portrait)
f=Crystal Bedroom
g=Gilded Balcony
h=Upper Bulb (down to Lower Bulb; you are here)

B1:
g
/
d f
/|\ /
a-c-e
\
b
a=Darkness (up to Servant Quarters)
b=Darkness (up to Room with the Labyrinth Floor)
c=Darkness
d=Darkness
e=Darkness
f=Darkness
g=Darkness (up to Rose Garden)

Unexplored paths:
North from Private Parlor (blocked by a smell of roses and death, contains a little gold dinner bell).
Southeast from Darkness (e).
Down from Law Library.
East from Upper Bulb.
Southwest from Upper Bulb.
West from Upper Bulb.

Inventory:
A helmet (increases vigilance and strengthens hearing)
Some discarded embroidery materials
A small key (which opens the iron windchimes and the small door)
 
Yeah looks like we got some ’splorin’ to do. Fine with Torz’ suggestion first, though if that’s locked (and our key doesn’t fit) let’s try west next and then east to see if we can get back towards the… oh shit, that’s right, the blocked private parlor up here has a “dinner bell”, that’s totally gonna be what we need to summon servants to get food in the kitchen. So hopefully our back route up here will suggest some way to deal with that overwhelming smell.
 
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