Let's Play: Cragne Manor

(Chapter the Sixteenth, continued)

So the TLDR of the above is there’s a lot of stuff here, but we have a couple simple how-to guides. First, from the diagram:

…the diagram doesn’t go into any more detail as to what the overall system is meant to do, but following its logic, connecting the control panel to the overlay engine, connecting the overlay engine to the faraday cage, connecting the dimensional stabilizer to the faraday cage, and then plugging both the faraday cage and control panel into the outlet ought to be enough to make it work.

And the checklist:

  1. Ensure the system is properly connected.

  2. Ensure the door is closed.

  3. Plug in units that need electricity.

  4. Insert desired card and turn on control panel.

  5. Turn on dimensional stabilizer before opening door.

  6. Check status lights before opening door.

  7. Take any other precautions before opening door.

Let’s take this step by step:

>connect control panel to overlay engine
(the control panel system cable to the overlay engine receptacle)
The control panel system cable is plugged in to the overlay engine receptacle.
Per the system diagram, this looks correct.

>connect overlay engine to cage
(the faraday cage receptacle)
The overlay engine system cable is plugged in to the faraday cage receptacle.
Per the system diagram, this looks correct.

>connect stabilizer to cage
(the faraday cage receptacle)
The dimensional stabilizer system cable is plugged in to the faraday cage receptacle.
Per the system diagram, this looks correct.

>plug cage into outlet
The faraday cage power cord is plugged in and the faraday cage comes to life with a whine pitched right at the edge of your hearing.
Based upon the diagram, this seems correct.

>plug panel into outlet
(the control panel power cord into the power outlet)
The control panel power cord is plugged in and you hear a brief electrical noise as the control panel buzzes to life.
Based upon the diagram, this seems correct.

I think that’s everything? The “seems correct” is half-reassuring, half-worrisome, but I guess we’ll see when we boot things up.

Now it’s time to work through the checklist, picking a card at random:

>put ae9b711d in control panel
You put the AE9B711D punch card into the control panel card slot.

>turn on panel
(the control panel)
The needle on the power readout creeps up to around 100 out of 100.
Something seems to be happening in the faraday cage.

>turn on stabilizer
(the dimensional stabilizer)
You switch the dimensional stabilizer on.

I think this should be working?

>x cage
The faraday cage is about seven feet tall and perhaps four feet wide. Its door has a crescent-shaped window in it that enables you to somewhat see inside it. It’s wrapped (as best as possible while still allowing the door, which is now closed, to work) with tightly-wound copper wire. A row of three lights is arranged across the top above the door: a green bulb (currently lit), a yellow bulb (currently unlit), and a red bulb (currently unlit). On the bottom there is a receptacle for cables (it has an overlay engine system cable and a dimensional stabilizer system cable connected now). There is also a power cord dangling from the back of it that is plugged into the outlet.

Green is a good sign! There’s more detail now too:

Through the window of the faraday cage - although it’s clearly impossible - you can feel as much as see another reality. It looks like the interior floor of the faraday cage is now stagnant water and the space beyond the now translucent walls is filled with decaying trees and other unhealthy plant life. The sky glows in an eerie maroon that not even an abstract painter lost in madness would deign to paint it.

You could possibly see more inside by opening the door.

That doesn’t seem super pleasant, but reasonably safe? And why did we do all this work if not to explore strange new worlds!

>open door
An eldritch mass of tentacles and teeth swings down through the door at you from somewhere!
Inexplicably something seems to drive it back inside before it can reach you. It may not be a bad idea to close the door now that it’s back in there.

Aaaah!

>close door
You close the faraday cage.

Ok screw exploring strange new worlds, I think but for the protective sign our goose would have been cooked there. I wish there was something safer than just trial-and-error, but presumably everyplace Edwin visited he came back from, since we didn’t find this place all plugged in with a card still in the panel…

We shut things down, pull the card, and try again with lucky number 00a02209.

Through the window of the faraday cage you can feel as much as see another reality. It looks like the interior floor of the faraday cage is now obscured by a thick foggy mist with only occasional glimpses showing what may be bog underneath. A too-small, too-blue sun bathes the landscape in an unwholesome light through a violet sky.

Also not especially enticing, but the light’s green so let’s give it a run:

>open door
Something like a giant slug drops onto your leg from the inside of the door as you open it! You feel a sting followed by numbness that quickly encompasses your entire body, and you fall down paralyzed. You’re unable to even blink, so you have to watch as more of the limacine creatures start to slide out of the faraday cage.

*** The End ***

Jesus, what are the yellow and red places like???

We undo and try bachelor number three:

>put c353f128 in panel
(the control panel card slot)
(first taking the C353F128 punch card (smelling faintly of mildew))
You put the C353F128 punch card (smelling faintly of mildew) into the control panel card slot.

By the end of this every single object in Backwater, VT is going to smell of mildew.

Through the window of the faraday cage you can feel as much as see another reality. It is like looking onto a stark rocky plain with a cloudless twilight sky above. In the distance beyond the translucent inner walls of the faraday cage you can see some mountains and craters. It’s a perplexing view, as the horizon seems too close and the sharpness of vision does not seem to drop off like you’d expect.

This is yellow, which is not especially encouraging…

>enter cage
(the faraday cage)
(getting off the heavy-duty table)
Your stomach lurches as you enter an area where two separate realities seem to be somehow coexisting in the same space. It makes you lose all sense of direction.

Although the faraday cage somehow seems to protect everything outside it from the raw vacuum in this environment, it apparently can’t protect someone who directly enters it. You have an extremely unpleasant final few minutes.

*** The End ***

Geez, what do you need to do to get to red?

Maybe we’ll be fourth time lucky with 0b46e931? This is our last shot:

Through the window of the faraday cage you can feel as much as see another reality. It is a desert landscape with a pyramid in the distance that looks neither Central American nor Egyptian, but rather something unwholesome and inhuman. A doorway in it opens out into a cramped plaza decorated with obscene snake statuary, and heat shimmers mostly obscure the inner walls of the faraday cage.

Oh hey, that looks more promising! And the indicator is green. I’m cautiously optimistic:

Your stomach lurches as you enter an area where two separate realities seem to be somehow coexisting in the same space. It makes you lose all sense of direction.

The overlaid space
It is a desert landscape with a pyramid in the distance that looks neither Central American nor Egyptian, but rather something unwholesome and inhuman. A doorway in it opens out into a cramped plaza decorated with obscene snake statuary, and heat shimmers mostly obscure the inner walls of the faraday cage.

Some sort of bipedal lizard emerges from the pyramid. It sees you and hisses something that sounds like “Minu? Lukur kasadu! Dakusu!”

A ghastly spectral cuckoo flies out of the round white wall clock (smelling faintly of mildew) and squawks, “The time is now eleven o’clock!” before vanishing into thin air.

Don’t worry lizard guy, that’s just how we say hello in my dimension (that’s been happening continually throughout the last couple of playthroughs, I’ve just been editing it out).

The lizard man picks up a handful of javelins.

Er. I think maybe they don’t like clocks.

>x lizard
Before you get the chance the lizard man hurls a javelin, striking you in the chest.

*** The End ***

Well that was a profoundly botched first contact scenario.

We can go back and try different stuff – including not inflicting a ghost-cuckoo on the guy – but the only real variation in outcome is that sometimes the javelin hits us in the head.

…we’re out of punch cards but short of using the keypunch to type in random codes on some of the blanks I’m not sure where we can go. There has to be some kind of lead in the book, I think, and after a bunch of trial-and-error of looking stuff up (Edwin didn’t have much to say about lizards, go figure), I realize I’d skipped a step:

>read edwin
I write this journal in part for you, brother, for although we have our Differences and disagree on methods, you are likely the only one to fully appreciate my Work and correspondingly the only one to further it should I perish in my efforts.

We both need to face Dangers and make sacrifices to seek the Truth. It is only through this Truth that the name of Cragne may be restored to its rightful glory and our proper place be returned.

As it has become clear that we are at War, the stakes have grown higher. While I can respect your conservatism during peacetime, it has no place now. Your restrictions to using livestock for experimentation are causing unacceptable delays in your progress, and make no mistake, if one of the farmers ever catches you making your parts collections or leaving behind the lifeless remains, they will look upon you no more kindly than they would look upon me for making use of vagrants that none shall miss. Your squeamishness serves no purpose and offers no advantage. It is time to be strong.

But I have made progress, even where you have stalled! The things I have seen! Mind-twisting realities you can only imagine! My System here works for a wide range of alien environments. I have successfully overlaid these other realities with our own in a controlled manner, and have freely entered many to make observations, collect samples, and even interact with natives. I have gazed upon the ancient city of Kadath across the plains of Leng; conversed with the fungi of Yuggoth; and found riches in dark Swamps heretofore unknown to any sentient life.

I have left a System Diagram showing how the system may be properly connected, and a Safety Checklist. I have also included brief descriptions of each component in this journal to get you started should you find me dead (or not find me at all). In addition, this volume contains a record of my travels and philosophy as described above, and it would behoove you to consult it.

(Be aware that anything left in the Faraday cage when a new reality is overlaid will appear in my junkroom [FFFFFFFF]. For reasons I have yet to determine, most objects maintain their molecular structure when so transported, but punch cards lose their holes and return to virgin status. As strange as this is, I must admit it’s quite convenient.)

Finally, I have been seeking other like-minded Men of Power to assist us in our Work. There are others who have goals close enough to our own that we may profitably work together to make the most of this War and grant us all that which we deserve.

Oh, there we go! This is helpful background and provides some answers – if he was using random hobos as test subjects, Edwin’s rather cavalier approach to flagging danger via warning lights makes more sense. He also intersperses a lot of random capitalization into his writing – some of which seems kinda alchemical, banging on about the Work etc., but could also be a sign that he’s much, much older than the mid-century dates would suggest (that’s a 18th Century affectation).

We can immediately try to go to the junkroom, though that seems more like a failsafe if you run out of blank cards. Let’s try to dig a little deeper into the journal first:

>consult edwin about war
This new War has the potential to surpass even the Great War, and the ordinary people still have no idea what is really happening in Europe. And they criticize us!

…strong “at least we’re not as bad as the Nazis” energy here from Edwin.

>consult edwin about men of power
The Illuminati are real and nearby, in spite of Vernon Stauffer’s assertion to the contrary. He uncovered the evidence of the truth and missed it even as he wrote of it. I have placed his work in my secret cache where I keep my greatest treasures.

>>consult edwin about vernon
He lacks imagination and his book is dry, but his research is solid. I arranged for his book to be brought here from Massachusetts, a small town called Saugus not too far from Anchorhead, and made part of our library.

Ha, nice hat-tip to Saugus. This name is dimly familiar, and I confirm that this is a real book – Stauffer was one of the folks who stoked anti-Illuminati conspiracy theories in the early 20th Century. It’s of course also familiar because this is one of the books we need for the library!

>consult edwin about treasures
It is in an overlaid reality of course. I won’t write out the hex code plainly here, but know brother that your methods of experimentation inspired my choice of it. How felicitous that your inanimate cow flesh could be thus translated!

Ah, that sounds promising! Let’s start with the junkroom just for completeness’ sake.

>put blank in keypunch slot
You put the blank punch card (smelling faintly of mildew) into the keypunch card slot.

>x keypad
It is a hex keypad (that is, a keypad with only 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, and F) and requires the setting of exactly eight digits. It is currently set to 00000000.

>set keypad to ffffffff
You have successfully changed the card punch setting to FFFFFFFF.

>pull handle
(the keypunch handle)
The card gets punched. Its new code is “FFFFFFFF”.
The card now seems to be very flimsy; it may no longer be safe to use.

That’s a little worrisome, but as we’ve seen “safe” is decidedly relative around here.

>take ffffffff
Taken.

>put it in panel
You put the FFFFFFFF punch card (smelling faintly of mildew) into the control panel card slot.

We fire things up and get a green light:

Through the open door of the faraday cage you can feel as much as see another reality. Now it looks like the interior of a sparsely-furnished log cabin with the translucent outlines of the inner walls of the faraday cage where there ought to be solid normal walls.

>enter it
Your stomach lurches as you enter an area where two separate realities seem to be somehow coexisting in the same space. It makes you lose all sense of direction.

The overlaid space
Now it looks like the interior of a sparsely-furnished log cabin with the translucent outlines of the inner walls of the faraday cage where there ought to be solid normal walls.

This is a supremely boring space – there isn’t any scenery to interact with, and even the punch cards I brought remain the same (though it could be that the junkroom’s punchcard-resetting properties only extend to those that were recently blanks).

The treasure room was more promising anyway, but Edwin didn’t spell out the code that gets us there, he just coyly hinted at it, with a dig at his brother’s squeamishness about restricting his test subjects to animals. It’s probably a word, and since we’re dealing with hex it can only use letters from A-H, and must be eight digits. “Cow flesh” is “beef”, which is four, so maybe “inanimate” means “dead”?

>put blank in keypunch

>set keypad to deadbeef
You have successfully changed the card punch setting to DEADBEEF.

>pull handle

We load up the new card and see if we solved the riddle:

Through the window of the faraday cage you can feel as much as see another reality. Now it looks as though there is a completely different room within the bounds of the faraday cage, or actually beyond its bounds as you can see the translucent outlines of its inner walls where there ought to be solid normal walls. It looks far more pleasant than the boiler room.

“Far more pleasant than the boiler room” doesn’t narrow things down as much as we’d like, but we’ve got a green light so it’s probably safe to poke our head in.

>enter it
Your stomach lurches as you enter an area where two separate realities seem to be somehow coexisting in the same space. It makes you lose all sense of direction.

The overlaid space
Now it looks as though there is a completely different room within the bounds of the faraday cage, or actually beyond its bounds as you can see the translucent outlines of its inner walls where there ought to be solid normal walls. It looks far more pleasant than the boiler room.

In the overlaid space you can see a marble end table (on which are a book New England and the Bavarian Illuminati and a golden apple).

Aha! We are in. We grab the book and start perusing:

>x illuminati
A nearly featureless hardcover book with a midnight blue cover, one has to squint to make out the faded title book New England and the Bavarian Illuminati on the front. It’s printed much more clearly inside the cover, above the the insignia of the Backwater Public Library. Curiously the Backwater Public Library claim was stamped over an earlier message: “This book is the property of the Saugus Public Library”. This history book has apparently had something of a history of its own. It was written by Vernon Stauffer, A.M., Dean and Professor of New Testament and Church History, Hiram College, in 1918.

… Indeed, when a noted Philadelphia minister of the day, the Reverend Ashbel Green, visited New England in 1791, he found an aptitude for polemical discussion on the part of the clergy which impressed him as most extraordinary. Through his contact with the Boston Ministerial Association he encountered “Calvinists, Universalists, Arminians, Arians,” and at least one “Socinian,” all participating in pleasant social intercourse, despite their radical differences of religious opinion…

… The Federalist leaders by their precipitate and inconsiderate action had very much overshot the mark and were about to bring their house tumbling down about their heads. As for the opposition, those of its leaders whose highest political interest was party advantage lived to bless the day when, blinded by hysteria or lust of power, the Federalist party made the alien and sedition acts the law of the land…

… Alexander Hamilton left among his manuscripts certain comments which he had made upon the character and import of the French Revolution. Before we turn to consider the European Illuminati and the outcry against its alleged presence in the United States, we may, by perusing this document, throw a little added light upon the gnawings of anxiety and fear which were felt at the time by very rational gentlemen in America…

… The practical development of this pernicious system has been seen in France. It has served as an engine to subvert all her ancient institutions, civil and religious, with all the checks that served to mitigate the rigor of authority; it has hurried her headlong through a rapid succession of dreadful revolutions, which have laid waste property, made havoc among the arts, overthrown cities, desolated provinces, unpeopled regions, crimsoned her soil with blood, and deluged it in crime, poverty, and wretchedness; and all this as yet for no better purpose than to erect on the ruins of former things a despotism unlimited and uncontrolled; leaving to a deluded, an abused, a plundered, a scourged, and an oppressed people, not even the shadow of liberty to console them for a long train of substantial misfortunes, or bitter suffering…

… This wrath and violence of men against all government and religion, shall be made ultimately, in some way or other, to praise God. All corruptions, in religion and government, as dross must, sooner or later, be burnt up…

I assume these are all excerpts from the real book, which actually makes me really interested in reading it – my understanding is that this burst of conspiracy theorizing about the Bavarian Illuminati fits into an early tradition of distrust of Freemasonry, and leads, via the John Birch Society and others, to the more modern Trilateral Commission/Bilderberg Group/QAnon incarnations of right-wing political paranoia. One of my favorite factoids about American political history is that in the period between the effective dissolution of the Federalist Party and the consolidation of opposition to Jackson’s Democratic-Republicans in the newly-created Whig Party, there was a decade or so when a single-issue party formed to oppose the conspiracy-theory idea that Masons were taking over the country – the reactionary Anti-Masonic Party – were a viable political force and won state and national office.

Of course there was one more thing on the table:

>x apple
This is an apple made from a beautiful yellow metal. It has the inscription “?? ???” subtly engraved into its side. It is so shiny you can almost see your reflection in it.

The Greek characters don’t come through in the transcript, but this transliterates into “ti kallisti”, or “to the fairest” – we’re looking at the Golden Apple of Discord, which Eris is said to have scattered before the gods, inadvertently kicking off the Trojan War when Paris was called in to adjudicate (he awarded it to Aphrodite, who paid him back by having Helen fall in love with him; Hera, angry at being jilted, helps the Greeks organize a war party to bring her back). The apple is the major symbol of the left-wing, countercultural take on the Illuminati conspiracy theory, most notably popularized in the Robert Shea/Robert Anton Wilson trilogy of the same name (it’s a good set of books to read when you’re 16, but I’m not sure it’d hold up now…) More appositely, it’s also the inspiration for IF Comp’s own Golden Banana of Discord.

Anyway, with a quick Hail Eris we yoink the apple – it’s probably just an easter egg, but can’t hurt to have a solid hunk of gold about. Actually, that makes me wonder…

>eat it
The golden apple is made out of some kind of shiny yellow metal. There’s no way you can bite into it.

Oh well.

We leave and deactivate things, then check the coffee to confirm that we’re in fact done. This actually wasn’t so bad! The puzzle definitely has a bunch of different parts, but they’re all explained quite well, and there’s not too much fiddling required – its bark is definitely worse than its bite.

Remembering the warning we got last time we tried to leave, we drop off the journal and the punch cards on the table before crawling down into the hole to see what’s in the Manor’s sub-sub basement.

(concluded very soon!)

3 Likes

(Chapter the Sixteenth, concluded)

We go down into the hole:

Malign Tunnel (Damon L. Wakes)
The space beneath the boiler room is damp and narrow, little more than a dogleg corridor set into the earth. Something about its shape, its proportions, is deeply unsettling to you. There is a rusting iron ladder leading to the floor above, and a green door leading to the southwest, its paint flaking onto the uneven stone floor. The curving brick walls on either side of you arc gracefully inwards to form a vaulted ceiling. You would be able to stand comfortably were it not for the pipes that stretch like tendons above your head.

A mistlike trolley stop sign reads Black Line – Underground.

Damon Wakes (@DamonWakes) has written a bunch of games, mostly shorter and generally pretty funny – I dug his choice-based Grub Game from this year’s Spring Thing. This place doesn’t seem like a laugh a minute, though.

It does have a trolley stop, though – I’d thought we’d explored all the stops to see if they took us anyplace new, but we haven’t been here before. And indeed, looking in earlier chapters, this Black Line stop wasn’t listed, though it shows up on our schedule now. Convenient!

>x me
You look at your hands, stained ruddy orange by the rust clinging to the ladder rungs. You attempt to wipe them clean on your clothes. It makes virtually no difference.

>x pipes
The pipes lead down from the boiler room and along the corridor above your head, following it to the southwest. They seem to heave and pulsate as you watch. You wonder what runs through them.

>touch pipes
You feel nothing unexpected.

>x door
The green door leads southwest.

The door isn’t locked. I’m not seeing much else here? And the coffee says there’s no puzzle. So I guess we’re already done – slightly shorter than the previous room!

>sw

Amorphous Tunnel (Bill Maya)
This tunnel bends to the northeast. The walls shimmer slightly, gently undulating in the spectral darkness. To the west, set into the wall, almost invisible in the mortal dimness, is an antediluvian door. Daylight and a slight breeze wafts down some non-euclidean steps that lead up.

Man, there must have been a fire sale on tunnels.

Bill Maya’s written one other bit of IF, an adaptation of H.G. Wells’ Time Machine that was entered in last year’s ParserComp.

(I remember to X ME here, but we’re just as good-looking as ever)

>x walls
Looking closer, you see that the shimmering walls are a byproduct of water seeping through the bedrock from the river above.

Er, that’s concerning.

>x door
Featureless except for a faint rune scratched into its center, this antediluvian door almost disappears into the surrounding wall. Underneath the rune is a keyhole. Strangely enough, the door’s obsidian surface doesn’t match the tunnel walls.

If this place is flooded, or on the verge of flooding, I guess “antediluvian” is a reasonable adjective – it’s definitely one for the Random Lovecraftian Word generator, though (we would have also accepted “chthonic”).

>x rune
Two crescents, back to back, centered above an eye faintly scratched into the door’s surface (probably with someone’s dying breath).

Huh, that’s familiar – it’s the library symbol! I wonder if this is a back door, or an annex, or something?

Sadly we won’t find out anytime soon, since the door is locked. Reviewing the dozenish keys we’ve accumulated, I spot a potential fit:

unlock door with frosty blue key
(first taking the frosty blue key)
Picking up the frosty key with your unprotected hand, it melts immediately into nothingness. Hopefully you won’t need that in the future…

Er. That’s gonna get an UNDO, though I doubt it’s a game-ender. From here I take the lazy person’s route and check the coffee in lieu of trying all the other new keys – we don’t yet have the right one. So let’s move onward and upward:

>u

Courtyard (Finn Rosenloev)
As you walk cross the square courtyard, you are repeatedly twisting your legs, and you cannot help but wonder how many broken legs these cobblestones have caused over time.

A beautifully decorated well built by blocks of granite dominates the courtyard. Opposite it, to the east, is the entrance to the curiosity store.

To the north, a high portal, the only apparent exit from the courtyard, is blocked by a heavy metal portcullis. Not too far from the well is the way down to the tunnel.

Above you, two guard towers rise majestically on either side of the drawbridge, and a parapet connects them so that soldiers of those days were able to quickly move from one side to the other.

You can’t help but feel that the castle is watching you with expressionless eyes through the empty windows.

…Portcullis? …Guard towers? …“[a] parapet… so that soldiers of those days were able to quickly move from one side to the other”? In Vermont? Look I know there are some Revolutionary-era fortifications up here, but this sure looks like a full-blown faux-medieval hey-nonny-nonny release-the-burning-oil CASTLE. There’s only one possible explanation:

More LARPers.

I guess it could be worse – Christabell was kind of fun, after all, though I doubt the folks around here have quite her commitment to historical verisimilitude.

Finn Rosenloev (@Finn_Rosenlov) is a prolific author, and I’ve played and dug a number of his ADRIFT text-adventure style games - October 31st, which he entered into this year’s ParserComp, was especially fun.

(We’re still as good-looking as ever – which makes me realize that I forgot to check in the amorphous tunnel, but we’re the same down there as it turns out)

>x cobblestones
They are worn smooth and dangerously slippery from the thousands of feet that have walked across the courtyard over time.

At least the LARPers have impressive attention to detail.

>x well
The well is built on a base of white marble, and although the marble is cracked and broken in places, it has preserved its former beauty.

In silence you admire the craftsmanship that has gone into building this well. The stones are so well adapted that there is no gap between them.

Mounted on top of the well is a small roof raised on two wooden columns, covering the hoist mechanism.

Well well well.

(I don’t think I made too many well jokes when the found the previous one – you know, the one that we opened up with the glue, and the pterodactyl, and the Pokemon – so I’m trying to make up for lost time).

>x hoist
The mechanism is nothing more than a wooden cylinder operated by a handle. There’s no rope or bucket around to raise any water with.

In the hoist mechanism is a winch handle.

>x winch handle
The handle is inserted into a hole at the end of the cylinder. Over the years the hole has worn down to the point that the crank can no longer turn the cylinder.

>turn winch
You turn the handle, but it rattles in the wooden drum without making it turn around. Useless.

Huh. If it’s just rattling around in there, I wonder…

>take winch
Making sure that no one sees you, you quickly reach out and take the winch from the cylinder.

I wonder if a different handle would work better. We’ve had this broken knife handle since… I think the junk-filled office in the slaughterhouse?

put broken knife handle in cylinder
That doesn’t go in there.

Ah well.

>x portal
This is the entrance (or exit) to or from the courtyard. People used to walk in or out through the impressive arch, but the portcullis makes that impossible.

A niche has been built into the side of the portal, and in it is a statue of a knight in full armor: a symbolic guard of the old gate.

A ghastly spectral cuckoo flies out of the round white wall clock (smelling faintly of mildew) and proclaims, “The time is now eight o’clock!” before vanishing into thin air.

…OK, maybe Nitocris doesn’t get to complain about people messing up the mood.

>x knight
He stands tall in his niche, one hand on his sword, the other reached out with fingers clawed, as if he is holding on to some sort of handle.

Although marked by the teeth of time and weather, he is still an incredible piece of art

…a handle you say?

>put winch in hand
Gently, you place the winch in the hand of the knight. It fits perfectly.

>turn winch
As you pull the winch, you hear a faint click, and a light tremor goes through the statue.

>x statue
You’ve broken it!!?Nah, not really. But something has changed. The knight’s head has risen almost an inch from his shoulders. It looks a bit like a screw that hasn’t been screwed all the way in.

Huh, it’s a statue with a screw-on head. Wonder if we can unscrew it any more?

>take knight’s head
Grabbing the knight’s head with both hands, you manage to rotate it a little. A crunching sound is heard, and a crack becomes visible in the wall behind the statue.

>enter wall
The crack in the wall behind the knight isn’t big enough to enter, but maybe you could push it a little further…

>push crack
Pushing the wall with all your might, you manage to make a big enough passage to allow you to squeeze through. The way to the north is open.

Yay, we’re in! I can only imagine what’s waiting for us on the other side, though – these LARPers must have just built a castle facade, right?

Coffee says we’re done, so time to bring the update to a close.

Inventory

an ornate bronze key
a Red Triangle Key (smelling faintly of mildew)
a golden apple (smelling faintly of mildew)
a book New England and the Bavarian Illuminati (smelling faintly of mildew)
a can of salt (smelling faintly of mildew)
a dull machete (smelling faintly of mildew)
a Carfax gig poster (smelling faintly of mildew)
a limp pumpkin stem (smelling faintly of mildew)
some charred newspaper clippings (smelling faintly of mildew)
a rusted toolbox (smelling faintly of mildew) (open but empty)
a jar of screws (smelling faintly of mildew) (open but empty)
a jar of old keys (smelling faintly of mildew) (open)
a sinister iron key
a frosty blue key
an intricately folded origami key
a silver and ivory key
a splintery wooden key (smelling faintly of mildew)
a mildewy carpet (smelling faintly of mildew)
a small desk key (smelling faintly of mildew)
a round white wall clock (smelling faintly of mildew)
a small rusty iron key (smelling faintly of mildew)
a black fountain pen (smelling faintly of mildew)
a teapot (smelling faintly of mildew)
a waterproof flashlight (smelling faintly of mildew)
the slithering vomit bladder of Katallakh (smelling faintly of mildew)
a metal flask (smelling faintly of mildew)
an Allen key (smelling faintly of mildew)
a broken knife handle (smelling faintly of mildew)
a thin steel key (smelling faintly of mildew)
a torn notebook (smelling faintly of mildew)
an Italian magazine cutting (smelling faintly of mildew)
a police report (“Francine Cragne”) (smelling faintly of mildew)
a newspaper clipping (“Rumors of Decapitations”) (smelling faintly of mildew)
a note from a seesaw (smelling faintly of mildew)
a pair of stone earplugs (smelling faintly of mildew)
a shard (smelling faintly of mildew)
a broken silver amulet (smelling faintly of mildew)
red-rimmed porcelain plates (smelling faintly of mildew)
red-rimmed porcelain cups (smelling faintly of mildew)
a white key (smelling faintly of mildew)
a pewter box (smelling faintly of mildew) (open but empty)
a slip of paper (smelling faintly of mildew)
some rotten flowers (smelling faintly of mildew)
a copper urn (smelling faintly of mildew) (open but empty)
a silver urn (smelling faintly of mildew) (open but empty)
a bronze urn (smelling faintly of mildew) (open but empty)
a key from an urn (smelling faintly of mildew)
some mildewed leather gloves
a gallon jug of white vinegar (smelling faintly of mildew)
a pair of garden shears (smelling faintly of mildew)
a bronze key green from age (smelling faintly of mildew)
a rusty flathead screwdriver (smelling faintly of mildew)
a pair of blue cloth slippers (smelling faintly of mildew)
a trophy for a dog race (smelling faintly of mildew)
a glass shard (smelling faintly of mildew)
a black business card (smelling faintly of mildew)
an aluminum key (smelling faintly of mildew)
loose bricks (smelling faintly of mildew)
a clipboard (smelling faintly of mildew)
some yellowed newspapers (smelling faintly of mildew)
a shard of shattered carapace (smelling faintly of mildew)
an employee ID card (smelling faintly of mildew)
a piece of chalk (smelling faintly of mildew)
the second candle (smelling faintly of mildew)
the first candle (smelling faintly of mildew)
a long hooked pole (smelling faintly of mildew)
a grimy rock (smelling faintly of mildew)
a library card (smelling faintly of mildew)
Peter’s jacket (smelling faintly of mildew)
a backpack features guide (smelling faintly of mildew)
a trolley schedule (smelling faintly of mildew)
a Jansport backpack (smelling faintly of mildew) (open)
a hidden pocket (open but empty)
a key pocket (open but empty)
a book pocket (closed)
a side pocket (closed)
a trash pocket (closed)
a pamphlet of home listings (smelling faintly of mildew)
an antique locket (smelling faintly of mildew) (closed)
a cast iron spire (smelling faintly of mildew)
a wad of cash (smelling faintly of mildew)
a repaired page (smelling faintly of mildew)
a large brass key (smelling faintly of mildew)
a filthy rug (smelling faintly of mildew)
Daniel Baker’s note (smelling faintly of mildew)
a pull-string doll (smelling faintly of mildew)
a label (smelling faintly of mildew)
a giant milkweed leaf (smelling faintly of mildew)
a glass jar containing an insect (smelling faintly of mildew)
a half-full styrofoam coffee cup (smelling faintly of mildew)
a plastic bubble (smelling faintly of mildew) (open but empty)
a familiar gold wristwatch (smelling faintly of mildew)
a brass winding key (smelling faintly of mildew)
a bottle of Pepto-Bismol (smelling faintly of mildew)
a calfskin coat (being worn)
a trolley pass (being worn)
a gold jacket (being worn)
Ed’s coveralls (being worn)
a pair of leather boots

Map - Basement:

(Depending on how big this area is, I might need to start a new sub-map).

Transcript:

Cragne session 16.txt (212.4 KB)

Save:

cragne session 16 save.txt (76.2 KB)

Unfinished locations
  • Train Station Lobby: locked green door
  • Church Exterior: locked door to church
  • Shack Exterior: locked door to shack
  • Town Square: Navajo-language ring puzzle of doom
  • Backwater Library: book collectathon, obtain grimoire
  • Drinking Fountain: retrieve our lost ghost?
  • Pub: steal the whetstone
  • Hillside Path/Carol’s Room: shuttle diplomacy between Christabell and Carol (Christabell’s up)
  • Meatpacking Plant: cleaver to cut open dog-thing’s stomach
  • Cragne Family Plot: locked crypt, open with white key
  • Shambolic Shed: food for giant caterpiller
  • Greenhouse: whetstone for machete
  • Subterranean tunnel: locked door
  • Basement: timestamp for VHS tape?
  • Tiny office: locked door
  • Sitting room: MURDER EUSTACE WITH LETTER OPENER
  • Rec room: locked board game cabinet
  • Court: climactic color-animal crosswalk
  • Upstairs Hall (N): locked door to the east with a neat family crest, that &@!? armoire
  • Hallway (S): locked door to the south
  • Pantry: find something nummy?
  • Laboratory: avoid being stuck in an eternally-rewritten version of Anchorhead
  • Amorphous Tunnel: locked W door with library rune on it
4 Likes

Huh. The boiler room is certainly big, but the puzzle seems a lot more straightforward than the music room or the ritual bound—I wonder if there’s more you can explore in the overlaid realities?

Also, I suspect the green light means you’ll survive if you’re prepared. Revealing the Elder Sign kept that one thing away, and the other immediate death was slugs. If you pour out that salt you found on the shelf, will that keep them from leaving the cage?

This courtyard is very strange. I thought I had a decent sense of how this whole place was laid out, but now I’m not so sure. They say there’s a “curiosities shop”; does that mean we’re back out in the streets of Backwater? In other words, we’ve found another exit from the Manor, and once we get back to the town square we’ll have opened another way in for the future?

3 Likes

(And yes, I fully realize the irony of me complaining about incongruous scenery, after making that bridge room.)

5 Likes

Hey, good idea!

>pour salt onto floor
You pour out some salt in a ring around the faraday cage.

>open door
A three-foot long limacine creature drops from the inside of the door as you open it,
but recoils upon coming into contact with the salt and retreats back inside. It may
not be a bad idea to close the door now that it’s in there.

Not sure that accomplishes much but nice to avoid another death.

Could be – there’s also the locked exit from the abandoned office that seems like it should lead somewhere in town once we get it opened.

(Of course, the curiosity shop could be part of the LARP).

Yeah, it only took us until… Chapter 11 to get there. There’s much more non-Manor content in Cragne Manor than I would have thought!

Oh please don’t say things like that, now I’m going to get stuck on something dumb :slight_smile:

I mean, beyond the armoire. Actually, I wonder what happens when I go back and check on it now?

The massive black armoire still stands against the north-west wall; you can now see
a pocket-sized notebook inside it.

It would seem that the armoire doors have somehow been torn off since you were
last here. They lie on the floor nearby.

Oh, hey, gotta wander back upstairs one of these days and check that out for real! My excitement at this puzzle solving itself far far outweighs any concern at whatever did this still wandering around up here.

3 Likes

Also, visiting the fungal peoples of Yuggoth sounds fun, if we want to make use of the blank cards. But be careful, I’ve heard reports of a, uh…

…hm.

Am I reading this right? A boneless horse with the soul of a Pontiac got released there recently?

More seriously, looking over the transcript of this room again, I suspect the method to blank a card involves putting it in the cage, then changing the overlay. It’s when stray items get “cleaned up” that the cards go blank. Then since 0xFFFFFFFF involves punching out every hole, you can turn any card into that, and go retrieve your newly-blank cards.

I don’t know if it’s actually implemented to this level of detail (“re-punching” cards being able to add new holes but not fill in previous ones) but that seems like a satisfying way to ensure the player can never truly be locked out of the puzzle.

4 Likes

Ah, I’d missed that detail when I read the instructions (and we wonder how Nitocris gets into trouble…)! Dropping a punched card into the cage, then going to the junkroom, does indeed reset it to its blank state – this works both for the ones we punch ourselves as well as the quartet of pre-punched ones. As for your second conjecture:

> put deadbeef in keypunch slot
You put the DEADBEEF punch card into the keypunch card slot.

> set keypad to aaaaaaaa
You have successfully changed the card punch setting to AAAAAAAA.

> pull handle
(the keypunch handle)
The card gets punched. Its new code is “FEAFBEEF”.

So I think that’s consistent with the punching not being able to de-hole existing holes, albeit the specifics of how hexadecimal punchcards work being outside of my expertise so can’t comment on whether the exact implementation matches what you’d expect.

1 Like

Huh! It does indeed: the combination of the holes that mean “D” and the holes that mean “A” means “F”. That’s a really cool implementation detail.

(Or, in programmer terms: hex A is 10, hex D is 13, and 10 | 13 = 15.)

2 Likes

It is clearer in binary: A is 1010, D is 1101, the logical or of those bits gives 1111 or hex F.

3 Likes

Having found the source code for the boiler room, it looks like there are in fact other worlds you can visit, hinted elsewhere in the journal. Neat.

I’m really impressed by the punch card implementation, though it would be nice if you could use just the first few digits in commands. It’s also cool seeing all the similarities and differences between these four “overlaid realities” rooms: the bathroom, the music room, the workroom, the boiler room. Four different methods that different Cragnes have developed to visit other realities from the comfort of their own manor!

4 Likes

I knew DEADBEEF had a long history in computing, but it turns out it is older than I rememebered:
http://www.catb.org/jargon/html/D/DEADBEEF.html
https://retrocomputing.stackexchange.com/questions/5674/how-widely-used-was-0xdeadbeef

Maybe Edwin also worked for IBM at some point?

7 Likes

Chapter the Seventeenth: When You Open a Book, You Open a Door

At the close of the last chapter, Nitocris had fetched up against some kind of LARPer’s paradise, an honest-to-Vaadignephod castle linked to Cragne Manor by a bit of tunnel, and she had a choice of going through a newly-discovered secret passage into its walls, or visiting a curiosity shop off to the side.

Adapting to the capitalistic mores of her new home, she opts to start with commerce:

>e

Curiosity Shop (Rachel Spitler)
A mingling of comfortable scents welcomes you to the small shop – coffee, apples, cedar, soap, peppercorn – and below it, just a hint of something metallic you can’t quite recognize. The large windows behind you cast a dappled sort of light over the rug-strewn floors, the cheerful back counter with its display case underneath, the walls crowded with goods for sale. The courtyard lies back out to the west.

A woman is running a carpet-sweeper over the floor.

Rachel Spitler appears to be another first-time author; some quick Googling suggests she might be responsible for a webcomic called “Runewood Abbey”, which is a cool name for pretty much anything!

Let’s try to keep up our good habits:

>x me
It’s you!

It’s me!

>smell
On the air, you catch a whiff of mint.

That’s nice! Seems like there might be more to smell here, too:

>g
On the air, you catch a whiff of … surely not blood.

>g
On the air, you catch a whiff of ozone.

>g
On the air, you catch a whiff of lemony freshness.

>g
On the air, you catch a whiff of mildew.

…sorry shopkeeper, that last one’s probably our fault.

>g
On the air, you catch a whiff of pork fat.

>g
On the air, you catch a whiff of chocolate and peanut butter.

>g
On the air, you catch a whiff of vanilla.

A ghastly spectral cuckoo flies out of the round white wall clock (smelling faintly of mildew) and squawks, “The time is now seven o’clock!” before vanishing into thin air.

That never fails to make me jump!

>x rugs
The rugs are a chaotic mish-mash of styles and colors, some clearly mass-produced, others handcrafted with remarkable skill. Still, taken all together they have a pleasing effect – the patterns are almost complementary, adding up to form a new pattern between them that you can only almost follow. It feels good under your feet, somehow.

>x counter
The cash register and phone are surrounded by jars of bright-colored rock candy, cinnamon sticks, and other small goodies. A notepad, dark with ink, is pushed off to one side. Underneath the counter, a glass display case prominently features a beat-up violin, a geode, and an elegant tarot deck.

Interesting – there’s a homey general-store sort of vibe here, albeit you don’t see too many tarot decks at such places.

>x walls
The shelves dominating the north and south walls are all but overflowing with items, useful or delicious or at least interesting. There’s no order to them as far as you can tell: spoons, jugs, bottles, sachets of spices, bolts of cloth, barrels of apples, sacks of flour and sugar, knives, ribbons, straw hats, garden trowels, brooms, mouse traps, paints, wooden boxes of tea, heaps of hand-dipped candles. You don’t see a brand name anywhere. It all seems charmingly old-fashioned and homely. At first. But…

As you look more closely, you start to notice peculiar things scattered among the household goods. A stack of small cast-iron cauldrons; several rolls of thick parchment as tall as your waist. Substances with confounding labels sit innocently together in a wooden rack. Above the display, a line of fearsome masks leer down on you. One shelf holds an assortment of animal skulls, paws, furs, tusks, antlers, feathers; a tiny curtain is drawn across a display of glass jars, but you catch a glimpse of lumpy red that turns your stomach. Cards are sold in packs of 79, but all of them seem to be blank. Crystals of every description stand in bunches among the household tools. It’s all rather overwhelming.

Right, that’s definitely the juxtaposition I’m picking up on! I’m guessing this is all just scenery and it’s the stuff in the case that’s important, but we’ll check all this out anyway. First, though:

>x woman
The shopkeeper is a tall, dark-haired woman with glowing brown skin – metaphorically glowing – about half a generation older than you. She speaks with a slight Spanish accent and wears a plain canvas apron over a dark blue blouse and jeans. A small amulet rests over her heart. Although she’s keeping very busy, she beams whenever you catch her eye, and it seems to come naturally.

At the moment, Jessenia is taking inventory.

Huh, now we know her name – maybe she’s got a nametag? That amulet seems interesting:

>x amulet
(the broken silver amulet (smelling faintly of mildew))
It’s a tarnished silver pendant, about the size of your thumb, on a leather cord. The pendant is shaped like an open hand. It’s been damaged - a deep groove, like a chisel mark, cuts across the palm, nearly breaking the pendant in half.

A faint smell of mildew emanates from it.

Oops, that’s actually the one we grabbed in the foyer! Trying this again:

>x jessenia’s amulet
A tiny silver hand with a triangle on its palm, oddly cute, peaceful. It hangs on a thin, mismatched-looking metal chain.

Ha, two people had the same idea!

(I seem to recall there was a curiosity shop in Anchorhead, too, which is where you get this amulet, so the reference here seems legit).

>x cards
Looks like you were right. Seventy-nine completely blank cards to each pack, hand-bound in twine and labeled only by number, with no obvious explanation or instruction.

I think there are like 80 cards in a tarot deck, is what this number is riffing off – four suits with ten number cards and four face cards apiece is 56, plus I think 24 major arcana, right? Yeah, that’s 80.

>x rock candy jars
One of the jars on the counter is open, glittering with champagne-colored candies.

Ooh, that seems nice, and it’s been a while since we’ve eaten anything (other than salt from higher dimensions in the kitchen):

>eat rock
(the grimy rock (smelling faintly of mildew))
And get it stuck in your throat?

…sigh.

>eat rock candy
“Please, try one!” says Jessenia. You pop a rock candy into your mouth. It’s rough and sweet on your tongue, and slightly spicy, like ginger.

Nice! I gotta say, even with the wall o’ creepiness this place is way nicer than our usual haunts.

>x jars behind curtain
As you surmised, the jars behind the curtain hold internal organs, mostly quite small, floating in translucent fluids. A few whole creatures haunt the back, including a variety of frogs and some kind of awful centipede. You let the curtain fall back over them and compulsively wipe your fingers on your pant leg.

Okay that somewhat undercuts that last point, but I’m going to stand by it.

> x cauldrons
They look sturdy enough, but they’re too small to cook a meal in.

>x parchment
You’re no expert in parchment-making, but these rolls seem insanely large. Are they seamed together? Are they made from… some kind of buffalo?

>x substances
One canister says tarragon, another bay leaves. But in the corner of your eye – does that one say nightmares? No, when viewed straight on it’s clearly nutmeg. All throughout your periphery are fleeting impressions of text that slides across labels like oil on water. Those two phials might say perspicacity and ingratitude of children; those others mercy (deserved) and mercy (undeserved). You wonder how often customers lay hands on what they think is mustard seed and end up seasoning their dinners with confusion.

Oh, I like that last one – that’s a cool little magic-shop detail.

>x masks
The six masks seem to eye you with contempt. They’re all brightly colored and monstrous, with horns and other bestial features. Most have fangs, but one has a beak, and another a horrible leechlike sucker.

>x skulls
The assorted animal parts are all extremely clean and well-preserved.

>>x crystals
A rainbow of colors in every shape, not all together, but scattered in clusters throughout the other goods. They range in size from your smallest fingerbone up through a bulky blue piece that would take both hands to lift. Each one has a sticker noting its type and where it was cut.

I really dig all these descriptions – it’s all pretty clearly just backdrop scenery, but nicely done.

>x notepad
When Jessenia’s back is turned, you lean over and discern a list of odd phrases in tidy handwriting, some struck through. The first line catches your eye: Avoid Peg Hand

Ah, that’s a nice anagram! I wonder if there are others:

>x notepad
You take another peek. A line catches your eye: Aphid Gave Nod

>g
You take another peek. A line catches your eye: Ova-Handed Pig

>g
You take another peek. A line catches your eye: Dido Have Pang

>g
You take another peek. A line catches your eye: Dang Vapid Hoe

Oof, those last two constitute a rather harsh, gendered criticism of the Aenied.

There are more of these:

>x notepad
You take another peek. A line catches your eye: Hep Odd Vagina

I think I should stop?

>g
You take another peek. A line catches your eye: Hi Paved Gonad

I should stop.

>x sticks
Tiny rolls of cinnamon bark in a surprising variety of shades. You can smell them from here.

>take sticks
“We have ceylon and cassia cinnamon,” Jessenia notes.

Oh, that’s funny, I just learned the difference between these two cinnamons like two months ago – most US cinnamon is cassia, but the more expensive Ceylon stuff is slightly milder in flavor and also has less of a compound than can cause liver damage if you eat oo much of it (one disadvantage of having a small child is you look up everything to see if it’s safe to feed it to them, and then you’re stuck getting the spendy cinnamon for the next several years).

>x violin
It looks pretty beat-up to you. Still, there’s a sort of sad dignity in its dark curves. The strings almost seem to vibrate of their own accord, as if aching to be played.

>x geode
A concave riot of gorgeous purple crystals – orderly yet chaotic, playful yet disciplined, a handspan across and more than you can hold in your mind.

>x tarot
The exquisite deck of cards is nestled in velvet and protected by a shiny wooden box. The top card is turned perpendicular to the rest to more clearly display its minutely-detailed artwork. The letters XV are inscribed between the wings of a cavorting Devil. Great black brows meet in a sadistic V over his laughing visage, but the man and woman chained at his feet seem not so much frightened as exhausted. The entire tableau is supported on a platform of some 80 tiny human figures, painstakingly rendered.

I suspect we’re going to need that (and maybe the violin and geode, too).

Well, let’s see how buying works:

>greet woman
You say hello to Jessenia.

>ask woman about herself
Who do you mean, the woman, Bethany, Jessenia or the tiny flitting thing?

…methinks I spy an over-broad topic system implementation (Bethany was the real estate agent; not sure we’ve seen a tiny flitting thing yet).

>ask woman about jessenia
“Me? Oh, not much to tell,” laughs Jessenia. She seems like a nice lady, but she’s not a very good liar. She does go on to explain that she’s only been in Backwater for a few years, but dances away from the subject of why she came here.

>ask woman about backwater
(Backwater Personalities (1915-1925 edition))
You engage in some small talk, but she’s obviously just being polite.

Oof, this makes things challenging.

>ask woman about shop
You engage in some small talk, but she’s obviously just being polite.

>ask woman about courtyard
You engage in some small talk, but she’s obviously just being polite.

>ask woman about castle
You engage in some small talk, but she’s obviously just being polite.

>ask woman about the like literal castle that’s right outside
You engage in some small talk, but she’s obviously just being polite.

Okay, okay, she’s just focused on her job – got it.

>ask woman about violin
“I found that under some junk in the back office,” says Jessenia. “Strange, eh? I don’t play a note, but I’m told it’s in very good condition for being so old and so neglected.”

>ask woman about geode
“Nice, isn’t it?” beams the proprietor. “I traded a beautiful old tea set for that.”

A tea set, huh? I wonder if this was Carol’s (or Christabell’s).

>ask woman about tarot
“Those were mailed here anonymously not long ago,” says Jessenia reverently. “They’re handmade. I’m not even sure what the material is – it feels like thin slices of ivory. There’s real power in a work of art like that – someone’s time, all their attention, the touch of their hands, even before you get to the beauty of it. I wish I knew who made them.”

I definitely think that’s the one we want:

>ask woman for tarot
The display case isn’t open.

Suddenly, Jessenia turns her full attention on you. “Oh! Stupid me – you want to become a customer, don’t you?”
(y/n): y
“Of course! Well, here’s how it works. I run my business on a membership model, like a curiosity cooperative, you see? Instead of charging a fee, I ask that new customers bring in a curiosity to sell to me. It helps me keep my eyes open for things I might not notice. I’ll pay you, of course!” She grins. “It doesn’t need to be special. In fact, most people bring in something that will attract attention but have no real importance. I bet you can find something good! Good luck!”

"You might ask, how do I make money and pay the rent with this business model? One word: volume.

It seems like she’s asking for a red herring of some kind, and Cthulhu knows we’ve got those:

>give gold jacket to jessenia
(first taking the gold jacket off)
Jessenia doesn’t seem interested.

>give filthy rug to jessenia
Jessenia gamely admires your filthy rug (smelling faintly of mildew).

“The sort of thing I’m looking for,” she says, “is something that will attract attention, but have no real importance. Let me know if you find anything like that!”

OK, I think I’ve cracked it:

>give vomit bladder to jessenia
Jessenia wrinkles up her nose at your slithering vomit bladder of Katallakh (smelling faintly of mildew).

…this is fun and all, but the coffee says we don’t yet have what she wants, so rather than waste more time trying to shovel e.g. our limp pumpkin stem at Jessenia, we’ll move on.

Back to the courtyard, and now let’s try the secret passage that leads behind the portcullis:

>n
You maneuver behind the knight and enter the secret passage.

Constabulary Road (Harkness Munt)
The road phases into little more than a wide dirt track winding from the west towards the edge of town to the northeast. A paved walk wanders through an iron gate which interrupts a high stone wall looming to the north. A memorial bench sits just outside its shadow. A thickly-woven rampart of vegetation obstructs passage to the south, but you notice a narrow deer trail cutting a path through the deep woods.

Wait, what? We’re back at Constabulary road, which is back at the east edge of town (this is where the paleontologist was digging, before his grad student got awkward and murder-suicide-y). There’s no castle here at all – as we suspected, the LARPers just built the facade out in the woods to be a backdrop for their games.

We’re almost done with the basement, I think – beyond the locked door in the amorphous tunnel that we can’t get through, there’s just the metal hatch below the basement hub area. That’s our next stop.

(continued tomorrow, hopefully – we don’t have child care for the next two weeks so my leisure activities are somewhat curtailed)

6 Likes

That’s word for word from Monkey Island 1 (where the answer was a literal red herring - I’m fascinated to see what it is here!).

4 Likes

Huh, now we know her name

Obviously Nitocris knows Jessenia from way back. Knowing her age with such accuracy can only mean they first met in Egypt when they were both (relatively speaking) young.

2 Likes

The standard Tarot deck has 22 major arcana including the Fool. So 78. There isn’t a common 79th but of course different decks do all sorts of things.

3 Likes

The spice labels rang a bell – turns out they’re also a reference to Jonathan Strange and Mr Norell, a truly wonderful book that everyone should read.

A heap of shining guineas was lying there. Mrs Brandy picked up one of the coins and examined it. It was as if she held a ball of soft yellow light with a coin at the bottom of it. The light was odd. It made Mrs Brandy, John and Toby look quite unlike themselves: Mrs Brandy appeared proud and haughty, John looked sly and deceitful and Toby wore an expression of great ferocity. Needless to say, all of these were qualities quite foreign to their characters. But stranger still was the transformation that the light worked upon the dozens of small mahogany drawers that formed one wall of the shop. Upon other evenings the gilt lettering upon the drawers proclaimed the contents to be such things as: Mace (Blades), Mustard (Unhusked), Nutmegs, Ground Fennel, Bay Leaves, Pepper of Jamaica, Essence of Ginger, Caraway, Peppercorns and Vinegar and all the other stock of a fashionable and prosperous grocery business. But now the words appeared to read: Mercy (Deserved), Mercy (Undeserved), Nightmares, Good Fortune, Bad Fortune, Persecution by Families, Ingratitude of Children, Confusion, Perspicacity and Veracity. It was as well that none of them noticed this odd change. Mrs Brandy would have been most distressed by it had she known. She would not have had the least notion what to charge for these new commodities.”

Really enjoying the thread, by the way!

7 Likes

[sorry for panic derail] OMG cinnamon is bad for you? I put a shake of cinnamon on my coffee grounds before brewing daily - I’m hoping that’s a normal amount, and “too much” means those people who are taking supplement capsules full of cinnamon daily.

2 Likes

If I remember right, there’s an old violin in the curiosity shop in Anchorhead, which was given to the proprietor by his old friend Erich Zahn.

I do love that description. I’m going to have to borrow that idea.

Aha! So I wouldn’t be the first one either.

Maybe Jessenia’s searching for a new name for the shop? Anagrams are always good for that.

Sadly we can’t quite make VENDING but we can make PAGAN, which could work for a magic shop. HODDIVE PAGAN? The H and the V are going to cause problems.

If I remember right, the organizers provided a conversation system for us, so that the basic verbs would be consistent between rooms. In which case I’m guessing “Bethany” was added as a topic for that conversation, and ended up being in scope for all conversations.

On the other hand, we don’t see Christabell or Carol on the list, so I could be wrong about that.

Nah, see, her real business model is asking various Cragnes to give her oddities from the manor, then selling them at an enormous markup. She asks Nitocris for something “that will attract attention but have no real importance” and suddenly she has a working chronovisor that she can sell for millions.

Last time we were here:

So that was the other side of the secret passage. We’re definitely getting new ways of navigating around the map, so I’ll call that a win.

Back at the beginning of this project when rooms were being assigned, there were five “tracks” of puzzles. Mercury track was finding library books, Venus track was finding biographies of Cragnes (which I think turned into finding familiars of aldermen), Mars track was trading items for other items, Jupiter track was trading information for other information, and Moon track was unlocking the map. Each room would fit into at most one of these tracks, and that determined what sort of puzzle it would have: Mars and Venus puzzles would be self-contained and not require items from elsewhere, for example, while Moon puzzles could involve items taken from other rooms, but would never involve items that were rewards from other puzzles.

The bridge was a Moon-track room, and I’m guessing the courtyard was too. Solve a puzzle, get a new map connection.

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Ha, it’s been a while since I’ve played that, fun to see the reference!

Oh, good catch! Jessenia is a Spanish name, but swap the J for a Y and it’s Arabic, so just as we’re using “Naomi” as a cheeky cover for our real name, she could well be an immortal from one of the Mesopotamian civilizations. Gotta keep an eye on her…

Thanks for the correction - s’what I get for relying on hazy memories of the Fool’s Errand instead of checking with a quick Google…

Another great catch! Some fun tips of the hat in this room.

I think if you’re an adult with a normally-functioning liver, that counts as normal levels of ingestion and wouldn’t be anything to worry about, yeah. But if you do have liver disease – or are a baby – might be worth checking with your doctor?

Right, that’s dimly familiar! In lieu of having enough time to replay Anchorhead, I keep thinking I should reread the fun Let’s Play on the LP Archive to give me fresher context, but I have an ex-girlfriend who was one of the commentators popping up to suggest actions, so it feels super awkward to reread (besides my wife, I’ve only ever dated two people, but even so my other ex is pretty big on Science Twitter so I see her retweeted a fair amount – and heck, the girl I had a crush on in middle school wrote for Io9 for a couple years. Maybe folks who grew up with the Internet are used to this kind of thing, but man, I find it weird sometimes).

There are actually a whole bunch of these – there’s “Vendhi Pagoda” which feels like it could be a sort of punny name for a shop (like, vend-y).

True, not sure what’s going on under the hood here – I don’t remember seeing this level of disambiguation issues in the rest of the game, though, so I suspect there’s something room-specific going on.

Good point! Even if 99% of what she’s getting is mildew-generating boxes and scenery that shouldn’t have been marked as takeable, it wouldn’t take much to strike it rich.

(Or, per @borg323’s speculation, maybe there’s something in particular she’s looking for…)

Oh, interesting to get that peek at the structure! I wonder if there’s meant to be some kind of resonance between the substance of the tracks and their respective celestial bodies, since those are 5 of the 7 planets in classical alchemy (the others are Saturn and, er, the Sun).

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Honestly, my guess would be that it’s just a convenient set of names to use. The library’s insignia seems to be tied to the Moon rather than Mercury, for example. (You could potentially draw a connection with Nabu, the ancient Babylonian god of scribes who’s the reason we call that planet Mercury after a few iterations of “let’s find the closest god in this new pantheon to adapt our astrology to”. But that’s still a bit of a stretch.)

It was a neat system, though, and seems to have worked out well for arranging the map and assigning puzzles! There was a whole system of different types of puzzles being categorized into different tracks to keep the dependencies from getting too convoluted. If Ryan and Jenni don’t mind I might find and summarize it at the end, after this is all over.

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