Let's Play: Finding Martin by G.k. Wennstrom

So, what is this?

I’ve been playing IF, on and off, for a while. Mostly, I’ve been attracted to longer-form, parser-based, puzzle games. This probably just says more about me - I’ve always been more attuned to math and logic, so solving a clever puzzle has always been the most appealing thing about these games to me.

Which brings us to why I’m choosing this game. I missed it in my first phase of playing IF, largely because of how I played. Specifically, my first exposure to IF was on a braille note-taker that came with a Z-machine interpreter on it. It wasn’t the most advanced (it didn’t do blorbed games at all, for example), but I did play quite a few games, things like Mulldoon Legacy (still one of my personal favorites among more modern games). I even did the zork trilogy, because IFDB (even then, before all the Infocom source code released) had links to those story files. (Legally questionable? Maybe. But I still had fun anyway. Except the Royal Puzzle.)

Anyway. Finding Martin. I think I first became aware of it when someone listed it a few years ago on a list of “long/hard puzzle games”. i had not really done TADS games of any sort before then, but of course now it’s easy to set up (and Parchment got TADS support sometime a few years ago, anyway). I think I started playing a bit, but got distracted by something else (probably school) so didn’t get very far. All I remember is what had to be the most complicated mechanism I’d seen in a parser game, located fairly early. Don’t ask me how exactly it works, though! I just remember it was extremely complex.

Now, I think I’ve got more time to make a sserious attempt to finish this, and other than that one memory I’ve forgotten whatever I remembered back then. So, let’s give it a try!

I’ll be following the usual format around here: I’ll be posting parts of my transcripts (with repetitive/pointless actions edited out) along with commentary. If you haven’t played the game, feel free to guess at puzzle solutions. If you have, and are talking about solutions you know for sure, please remember to spoiler-tag your comments. If you haven’t played this game yet but want to, it should go without saying that there will be spoilers in this thread!

I’m not sure how often I’ll be able to update, but i’ll try for at least once a week. I’ve already got a first session finished up, which I’ll be posting shortly. hope you enjoy the thread!

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Part I: I’m Not Weird

Okay, let’s see what we’re dealing with!

Welcome to FINDING MARTIN (Version 1.12)
A text adventure game written by G.K. Wennstrom, 2005
Developed using HTML TADS 2.5.9 Copyright (c) 1993, 2000 by Michael J. Roberts

Before the game begins for real, we are given what is probably one of the more unique customization options I’ve seen:

SET-UP FOR MENU PREFERENCES:

Type the number of your selection below and then press [Enter].

You may change this preference during the game by typing MENU.

      1 = Whatever
      2 = Vegetarian
      3 = Kosher
      4 = Kosher vegetarian
      5 = No beets

          Q = Quit program
          RESTORE = Restore previously saved game

I appreciate the author accommodating those who might have one of those preferences. Maybe I’ll see what happens if I change this later. For now, let’s just go with:

> 1

Your menu preference will be set to WHATEVER.

Next comes a rather more conventional prompt:

OPPORTUNITY TO READ INSTRUCTIONS:

Type the number of your selection below and then press [Enter].

You may return to this screen during the game by typing HELP.

      1 = Read General Instructions (for those unfamiliar with text adventure games)
      2 = Read Special Note (for experienced players)
      3 = Start playing game

          Q = Quit program
          RESTORE = Restore previously saved game

Well, I’ve played a *few* text adventure games in my time on this planet, so let’s skip right to:

> 2

SPECIAL NOTE FOR THIS GAME:

The beginning of this game is reasonably “forgiving” in the sense that the opportunities to solve puzzles are likely to stay open to you as you try different strategies to solve them. You may encounter a few instances (easily repaired with the UNDO command) in which you will need to avoid breaking or losing items that might be needed later.

However, as you progress deeper into the game, you will discover some unusual forms of travel that take you on journeys to remote locations miles away, and to destinations that are even weirder than “far-away”. Once you begin to travel on these journeys, you will find the game behaving in a “cruel” manner, in the sense that it’s easy to miss windows of opportunity that are needed in order to win the game. You are likely to discover that you have regrets about a move that you made on a journey that happened a long time ago, too long ago for you to fix conveniently with the UNDO command.

Therefore it’s recommended that you save your game at a variety of different points, so as to avoid the tedium of starting over from the beginning. The best time to save a game is right before going on a journey. Rest assured that you will need an older saved game sooner or later!

You will find that the command AGAIN or G is not always your best option for repeating commands in this game. On many systems the [F8] key or the [up arrow] can be used to repeat your last command more intelligently, allowing the game to reevalute the situation using the most up-to-date information. For example, if you have two bowls and you take one of these bowls, repeating this command by typing it again (or by using [F8] or the [up arrow]) will allow the game to understand that you now want to take the other bowl. But using AGAIN or G could cause the game to think that you mean the same bowl that you have already taken, which will give an error message saying that you already have the bowl. Also, [F8] or the [up arrow] gives you an opportunity to fix typos. Pressing [F8] or the [up arrow] more than once will allow you to repeat even earlier commands.

Definitely useful to know before we start for real. I’ll be saving often, then. and that thing about AGAIN: I wonder if that’s still true in IF systems today?

As a final note it should be pointed out that this game uses quite a bit of computer memory. You might encounter problems if you try to surf the web in a separate window while still playing the game. So if you want to use some Internet research to help solve a game puzzle, be sure to save the game first. If you’re an experienced player, you might be using a TADS interpreter with a “gam” file instead of a stand-alone “exe” file. If this is the case you might be more likely to encounter virtual memory problems, and therefore it’s recommended that you load the interpreter first and then load the game as a second step, rather than double-clicking on the “gam” file itself. Windows 2000 or Windows XP users may need to set their system to use backwards compatibility with Windows 98 or 95. Also you can edit your interpreter screen options to limit the amount of memory used to keep old text on the screen display. But saving the game frequently is your best protection if you think that memory problems might be an issue on your system.

I hope that this is less relevant now than it would’ve been 20 years ago? Certainly haven’t thought about Windows XP in ages!

Whew, that’s quite a lot. And we’ve still got the actual main intro to go!

========= FINDING MARTIN (Version 1.12) =============

It all began with a telephone call…

It’s been 14 years since you and Martin were roommates at college. After graduation Martin moved back to his home town in a remote part of New Mexico, so over the years you and he have kept in touch mostly by e-mail. You’ve always been quite fond of Martin, considering him to be the most bizarrely interesting person you know. Sort of an eccentric genius, someone compelled to push the limits of ordinary reality to the breaking point.

It was something of a shock when you got a phone call from Martin’s sister Rachel, whom you’re fairly certain that you’ve never met. But Rachel seemed quite comfortable introducing herself to you, and she quickly jumped into an explanation of Martin’s situation and why she needed your help.

As you listened to Rachel’s story, you learned that Martin’s been living alone in their family’s old house. It’s been several years since their mom closed up her business in New Mexico and moved to New York City, so Martin makes a point of calling and visiting her regularly. But Mom hadn’t heard from him in a couple of weeks and she was worried about him, so she called Rachel.

Rachel went on to tell you that she drove down from the city to check the old family house, but there was no sign of Martin. Turned out he’d stopped showing up at work too. Mom was now convinced that Martin had gotten himself into trouble and needed to be rescued. And for some reason that you can’t quite figure out, Rachel decided that you’re the one who should go and find him.

Of course, that’s how it always works in these games. There is never a clear reason why it has to be the protagonist doing the quest rather than someone closer to the person needing rescuing. Then again, we wouldn’t really have a game otherwise!

”So how soon can you get there?" Rachel asked. You could have sworn you heard her foot tapping as she waited impatiently for your answer.

After an awkward pause, you explained to Rachel that you’re not a private detective and you don’t know any of the usual ways to go about looking for a missing person. But Rachel assured you that the “usual ways” would be a waste of time in this situation, and that only someone considerably weirder than usual would be able to help.

Not quite sure whether to take this remark as an insult or a compliment, you stayed silent for a few moments. Perhaps you’d be better off not getting involved, you thought to yourself. But your friendship for Martin was the factor that pushed your indecision aside, and you reluctantly agreed to try to find Martin.

So now you find yourself standing alone on the doorstep in front of Martin’s house. You try to concentrate so that you can remember what Rachel said about how to find the spare key to the front door, but instead you’re wondering why some woman you’ve never even met thinks that you’re weird.

You look down at yourself and decide that you don’t look particularly weird. Except for the fact that this morning you accidentally put on socks that don’t quite match. So that only makes you a little bit weird, right?

You just hope that you’re weird enough to find Martin…

Well, am I weird? Hmmm…well, I play text adventure games. I suppose that makes me weird! (By normal standards, I mean.) And who hasn’t grabbed mismatched socks on accident, anyway?

DOORSTEP

The door is north of you. To the right of the door you see an unlit streetlamp attached to the wall. Further to the right you see a large picture window. There is a doorbell on the wall, just under the streetlamp.

To the east you see a thin strip of garden running along the front of the house.

To the west, there is a wall where the shape of the house sticks out towards the street.

A sidewalk lies to the south.

Hmm, so we’ve got to find our old friend in his weird house. How hard can it be? Surely this house can’t connect to as many places through time and space as Meldrew Hall?

Okay, let’s get some IF essentials out of the way:

>XYZZY
I don’t know the word “xyzzy”.

Aw, darn.

>SCORE
Score: 0 out of 360 Turns: 0 Menu: Whatever

360 points, hmmm? At least in my experience, more recent games tend to stretch their points further than classics like Zork. Seems like we’ve got quite the task ahead of us, indeed.

>X ME
You look about the same as always.

>I
You are carrying:
some khaki trousers (being worn)
a brown sock (being worn)
a black sock (being worn)
a pair of brown shoes (being worn)
a flannel shirt (being worn)

>X SHIRT
It’s a plaid flannel shirt.

>X TROUSERS
The khaki trousers are sturdy but comfortable. They have plenty of pockets.

>SEARCH POCKETS
You’d have to be more specific about how you want to search.

Grrr. What did you think I meant, game?

>LOOK IN POCKETS
You see nothing in the trouser pockets.

>X BROWN SOCK
It looks like an ordinary brown sock.

>X BLACK SOCK
It looks like an ordinary black sock.

>X SHOES
The brown shoes are well-worn loafers.

I’ll assume these are probably irrelevant until I find something to suggest otherwise.

Now let’s have a real look at some of the scenery around here:

>X WALL
Which wall do you mean, the north wall, or the west wall?

>WEST
The west wall is one of the walls of the house. It’s off-white, a rough adobe surface.

>X DOOR
The front door is closed. It has a lock that requires a key on this side.

Oh, dear, a locked door is the first puzzle. Let’s just hope it’s easier to bypass than the locked door in the other currently active let’s play!

>X LAMP
The streetlamp, currently off, is made of amber glass in a copper-colored metal frame. Through the broken glass you can see a spider web.

>X WEB
It’s a fine looking spider web.

>TURN ON LAMP
There’s no switch here, it must be inside the house.

>X WINDOW
You can’t see inside the picture window because the curtains are closed.

>X CURTAINS
The curtains are a heavy brocade of deep autumn colors. They are currently closed.

>OPEN CURTAINS
You can’t reach the curtains when the picture window is closed.

>OPEN WINDOW
You can’t open the picture window from the outside.

>X DOORBELL
The doorbell is a round, red button.

>RING DOORBELL
Ding Dong!

You wait for a while but there is no response from inside.

Of course it wasn’t going to be that easy. It never is.

That’s all there is to do here, I think. We still have some ways to go outside, however. I think a driveway will be quicker than the garden, so let’s go:

>S

SIDEWALK

Here at the end of the sidewalk is a mailbox.

The doorstep is to the north.

The front lawn is to the east.

>X MAILBOX
The mailbox is made of wood and shaped like a windmill. It’s painted mostly red with a black roof. The four realistic-looking windmill blades are also painted black. At the top of the mailbox is a hinged roof which is currently closed.

>OPEN MAILBOX
You fiddle with the hinged roof for a while but you can’t figure out how to open the mailbox. There must be some sort of trick to it.

Well, Martin is weird, but weird enough so that even his mailbox doesn’t work like normal?

>X BLADES
The craftsmanship of the windmill blades is excellent. They look as if they were real working windmill blades that could turn.

I know a hint when I read one!

>TURN BLADES
The windmill blades turn, and the mailbox plays a little tune that you recognize from your scouting days as “The Happy Wanderer”:

      I love to go a'wandering,
      along the mountain track,
      and as I go, I love to sing,
      my knapsack on my back.


      Val-de-ree..., Val-de-ra...
      Val-de-ree, Val-de-ra-ha-ha-ha-ha-ha,
      Val-de-ree..., Val-de-ra...
      My knapsack on my back.

At the end of the song the roof pops open!

Hmm, will we find a leaflet?

>LOOK IN MAILBOX
In the mailbox you see an envelope and a large stack of catalogs.

:frowning:

>GET ALL FROM MAILBOX
envelope: You take the envelope out of the mailbox.
large stack of catalogs: You take the large stack of catalogs out of the mailbox.

>X ENVELOPE
The envelope appears to be from the telephone company. It has “FINAL NOTICE” stamped on the front in red letters.

>OPEN IT
The envelope is now open. In the envelope you see a phone bill (folded).

>GET BILL
You take the phone bill out of the envelope.

>UNFOLD IT
You unfold the phone bill.

>X IT
It’s a final notice from the telephone company saying that Martin’s local and long distance telephone services will be disconnected if payment is not received by the due date. You notice that the bill was sent a week and a half ago and that the due date has already passed.
Well. Seems we’ve definitely got more confirmation that Martin has gotten into serious trouble.

>X CATALOGS
There doesn’t seem to be anything worth reading in the large stack of catalogs, so you soon lose interest.

I’ll take the hint, though I guess I’ll know what to use if I need to get a Babel Fish in this game!

>E

FRONT LAWN

The lawn is wild and unkempt. It looks like the grass hasn’t been trimmed in a long time.

To the north is the garden and to the west is the sidewalk.

To the east is a flagstone path headed toward the side of the house.

Not much to do here, it seems. Looking at the grass just repeats the room description. Since I seem to be moving around the grounds counterclockwise, let’s continue eastward:

>E

FLAGSTONE PATH (by the lawn)

A flagstone path leads north towards the side of the house.

To the east is a large patch of thorny bushes.

The front lawn is to the west.

>X BUSHES
The bushes are thick and thorny. You wouldn’t be able to force your way through them.

Another room with nothing much to do, yet. Maybe we’ll be able to trim those bushes later? In any case, we don’t have the necessary equipment to do so.

>N

FLAGSTONE PATH (by the garden)

A flagstone path leads north towards the side of the house.

To the east is a large patch of thorny bushes.

The thorny bushes have become so overgrown that the path northward is blocked.

The front garden is to the west.

>X BUSHES
The bushes are thick and thorny. You wouldn’t be able to force your way through them.

Yeah, I feel like we’re definitely getting past those bushes eventually. But not yet!

>W

FRONT GARDEN

The garden runs along the wall of the house here. It’s a haphazard collection of rocks, green plants, and weeds.

There are some interesting lawn ornaments here.

The front lawn is to the south and the doorstep is to the west.

To the east is a flagstone path headed toward the side of the house.

I know what’s supposed to draw our attention here, but let’s look at the other stuff first:

>X PLANTS
There’s a wild sense of disorder to the weeds and the plants with no clear distinction between the two.

>X ROCKS
The rocks are an interesting collection of different shapes and colors.

>LOOK IN ROCKS
You look in the rocks but can’t find anything.

>X ORNAMENTS
The ornaments are large stone statues shaped like penguins wearing t-shirts. The t-shirts indicate that their names are Huey, Dewey, Louie, Stewie, and Chuck.

>X HUEY
You see a large stone statue shaped like a penguin wearing a t-shirt. The t-shirt indicates that his name is Huey. He looks mischievous.

>X DEWEY
You see a large stone statue shaped like a penguin wearing a t-shirt. The t-shirt indicates that his name is Dewey. He looks mischievous.

The other three repeat the same description, just changing the name. I wonder if we can grab those?

>GET ORNAMENTS
The ornaments are too heavy to take with you, but you probably could move them one at a time just enough to see if there’s anything underneath.

>MOVE HUEY
You move Huey and find nothing underneath.

>MOVE DEWEY
You move Dewey and find nothing underneath.

>MOVE LOUIE
You move Louie and find nothing underneath. You see something moving out of the corner of your eye.

>LOOK

FRONT GARDEN

The garden runs along the wall of the house here. It’s a haphazard collection of rocks, green plants, and weeds.

The front lawn is to the south and the doorstep is to the west.

To the east is a flagstone path headed toward the side of the house.

You see Huey, Louie, Stewie, Chuck, and Dewey here.

Hmm, they definitely moved. That wasn’t the same order they were in a few turns ago.

>MOVE HUEY
You move Huey and find nothing underneath. But you think you see something moving out of the corner of your eye.

>MOVE CHUCK
You see a key! You quickly snatch it up.

(The lawn ornaments look as if they are trying not to snicker.)

Was Chuck just the “odd one out” for not rhyming? Or is there more going on here? In any case, I can wait to try more later - the key’s mine!

>X KEY
The gold key looks like an ordinary house key.

>W

DOORSTEP

>UNLOCK DOOR
(with the gold key)
The front door is now unlocked.

>N
The front door is closed.

I thought we already started implicitly opening doors by 2005? (grumble)

>OPEN DOOR
The front door is now open.

>N

LIVING ROOM (front half)

On the south wall you see the front door, which is currently open. East of the door is a wall switch and a picture window currently covered by heavy curtains. A long shelf runs across the south wall under the window. There is some model railroad track mounted on the shelf.

On the west wall is a large, comfortable-looking sofa. To the right of the sofa is a doorway, which leads west to a hallway.

The polished dark wood floor is adorned with a fine oriental rug in the center of the living room.

To the east you see a very large video screen.

The living room continues to the north.

Ooh, only the first room of the house, and lots to play with! First let’s look at the stuff we saw from outside.

>X SWITCH
The switch is pushed down.

>PUSH SWITCH
The switch is now pushed up. You see some light coming from outside the front door.

>OPEN CURTAINS
You pull the cord and the curtains open.

>S

DOORSTEP

>L

DOORSTEP

The open door is north of you and a streetlamp shines golden light on the pavement below. Further to the right you see a large picture window. There is a doorbell on the wall, just under the streetlamp.

To the east you see a thin strip of garden running along the front of the house.

To the west, there is a wall where the shape of the house sticks out towards the street.

A sidewalk lies to the south.

No, I don’t have any clue why we did either of those things. And I’m not sure what the spider web is for yet, either. Just be glad they’re both easy to reverse.

>N

LIVING ROOM (front half)

>X SHELF
Wooden shelving runs along the south wall. Mounted on the shelving is some model railroad track that runs along the entire length of the shelving.

The track enters the front half of living room from the southeast corner and continues west along the wall, dropping somewhat to pass under the picture window and then dropping to floor level to pass in front of the door. The track is inlaid into the floor there. The track then rises back onto the shelving again. At this point the shelving widens to form a platform by the sofa. Then the track goes west, exiting through a tunnel-shaped opening in the west wall.

Okay, that’s complicated, but it looks like there’s some kind of model train set in here? That’s cool.

>X SOFA
The peach-colored sofa has an old-fashioned rounded look: ornately-carved wooden legs and a generous abundance of pillows and cushions. The fabric is a smooth satin-like material which appears to have held up well after years of use.

>X PILLOWS
There are many pillows and cushions, all covered with the same peach-colored fabric as the rest of the sofa.

>SEARCH PILLOWS
As you search through the cushions and pillows, you see something shiny. It’s a pocket watch! You take the watch.

>X WATCH
It’s a brass pocket watch on a chain.

The cover of the watch has an engraving of an old-fashioned locomotive. Puffs of steam are shown rising from the engine smokestack. The watch cover is currently closed.

There is a stem at the top of the watch.

Oh, I think this is the gadget i was remembering existed. I’ve clearly forgotten the details, though. Presumably that image means it has something to do with the railroad tracks?

>X STEM
The stem is a small knob attached to the top of the pocket watch. The stem can be pushed, pulled, or turned.

>OPEN WATCH
You open the watch cover.

On the face of the watch you see an image of Galileo Galilei. Galileo’s arms show the time as 12:00.

>X GALILEO
The image on the watch, Galileo Galilei, looks like a scientist who has helped to lay one of the foundation pillars of physics. An absolute giant in his field. Even so, he appears to have some time on his hands. His arms show the time as 12:00.

I’m sure I’ll have occasion to mess with this more later. Anyway, let’s see what else is here:

>X RUG
The oriental rug is an abstract pattern with delicate swirls of orange, gold, and red on a dark brown-black background. Gold-colored fringe decorates the edges of the rug.

Of course, we have to try:

>MOVE RUG
Moving the oriental rug doesn’t reveal anything.

:frowning:

>GET RUG
First you’d have to roll it up.

>ROLL RUG
You roll up the oriental rug. On the back of the rug you see a tag.

>X TAG
The rug tag reads: "Unlawful to remove this tag.”

The doorbell rings.

You walk to the front door. The door is open. You see a package delivery man in a light brown uniform standing on the doorstep. He’s carrying a small package.

You sign for the package and take it. Then you close the door.

Hmm, that’s weird. I’ll deal with that in a moment.

>GET RUG
You take the oriental rug.

>X RUG
The oriental rug is rolled up. On the back you see a tag.

Okay, now let’s look at our delivery:

>X PACKAGE
The small package is addressed to Martin. The return address shows that the package is from K. McGillicuddy at SED Limited.

>OPEN IT
You open the package. There’s a can of spam inside! You take the can and let the empty box drop. The empty box is now on the floor.

>X BOX
The empty box is rather small.

>GET BOX
You take the empty box.

>X CAN
It’s an ordinary can of spam.

>OPEN IT
There’s no point in opening an ordinary can of spam – you’ve always found spam to be unappetizing.

I know you’re dismissing it, but I’m an adventure game protagonist. That means I’m going to grab every remotely portable object in sight. Of course I’m keeping the can and the empty box.

Anyway, there was one more point of interest here:

>X SCREEN
The video screen is blank.

You feel a bit sorry for the blank video screen, looking so empty and unfulfilled. Sort of like a pocket without a pocket watch.

Well, I wasn’t going to mess with the watch yet, but if you’re gonna give that clear of a hint…

>PUT WATCH IN POCKET
(first closing the watch)
The pocket watch is now in one of the trouser pockets.

The video screen begins to show the movie “High Noon”. “Do Not Forsake Me, Oh My Darling…”

Fitting. Remember,when we looked at the watch ahnds, it was set to 12:00. Presumably, there is some way to change the time.

>GET WATCH
You take the pocket watch out of one of the trouser pockets. The back of the watch feels somewhat rough.

>X BACK
You turn the watch over to look at the back, which is engraved with these words:

  "To my son Martin,
  who shares my
  love of gadgets.
  Always remember this:
  When you lose this watch,
  look under the bed
  and in the sofa cushions."

Then you turn the watch over again so that the front is facing you.

Well, I was probably already going to look under any theoretical beds anyway, because it’s a convenient place for hiding stuff in adventure games. But thanks for the hint!

>X SCREEN
The video screen is blank.

You feel a bit sorry for the blank video screen, looking so empty and unfulfilled. Sort of like a pocket without a pocket watch.

Yes, it looks like the screen only works so long as the watch is in our pockets.

Anyway, I think we’ve been quite thorough here. Let’s move onto one more room for this session:

>N

LIVING ROOM (back half)

There’s an armchair on the north wall. To the right of the armchair is a sliding glass door leading north to a courtyard. A pet door has been installed as part of the sliding glass door.

The floor is a dark wood, finely polished. There is some model railroad track inlaid into the floor here.

On the west wall is a piano. There’s a bust of Beethoven on the piano. A piano bench sits in front of the piano.

The east wall is covered with bookcases, with a small desk built into the bookcases. On top of the desk is a computer. A wooden desk chair is in front of the desk.

The living room continues to the south.

>X ARMCHAIR
The armchair is a matching piece to the sofa, with smooth satin-like fabric in a peach color and several pillows and cushions.

Well, it worked once:

>SEARCH CUSHIONS
Looking under the armchair cushions reveals nothing.

>X DOOR
Which door do you mean, the sliding glass door, or the pet door?

It’s gonna be one of *those* games, huh?

>GLASS
The sliding glass door is closed but not locked. The lock doesn’t require a key.

A pet door has been installed as part of the sliding glass door.

>X PETDOOR
The pet door has been installed as part of the sliding glass door. It can swing open and closed as needed.

>OPEN GLASS DOOR
The sliding glass door is now open.

Yay! I’ll likely be going through this door in Part II.

The doorbell rings.

You go into the front half of the living room and walk to the front door. You open the front door to see a package delivery man in a light brown uniform standing on the doorstep. He’s carrying a small package.

You sign for the package and take it. Then you close the door. You return to the back half of the living room.

Really, again?

>OPEN PACKAGE
You open the package. It’s another can of spam. You take it and let the box drop. The empty box is now on the floor.

>X CAN
It’s an ordinary can of spam.

>OPEN IT
There’s no point in opening an ordinary can of spam – you’ve always found spam to be unappetizing.

I’m keeping the can, though I’ve left the second box on the floor. If I find I need a bunch of empty boxes for some weight puzzle, I’ll know where to find them!

>X TRACK
Some model railroad track enters the back half of the living room through an opening in the west wall, just left of the piano. The track is inlaid into the floor here. The track heads east into the room, curving gradually northwards until it heads due north.

Now heading north, the track rises onto wooden shelving as it approaches the right side of the armchair. The shelving widens into a platform next to the armchair, just before exiting through a tunnel-shaped opening in the north wall.

Through the sliding glass door you see the track continuing north into the courtyard, quickly dropping to ground level and then making its way across the ground there.

Note that this section of track does not directly connect to the one we saw in the front half of the living room. In fact, it seems to come from somewhere not connected directly, given there’s no west exit here.

I wonder, is this the sort of puzzle where we’ll be unable to get some of our stuff someplace, and have to move it via these tracks? Although, if there is a train somewhere, I haven’t found it yet. Certainly leaves the opportunity wide open for a future puzzle!

>X PIANO
The piano is a spinet, made from blond wood. The music stand attached to the piano is empty. There’s a bust of Beethoven on the piano.

>PLAY PIANO
You should sit down on the piano bench first.

>OPEN PIANO
The piano is already open.

Doesn’t hurt to check!

>X BENCH
The piano bench is made of the same blond wood as the piano. It has a padded seat with hinges. The piano bench legs have scratch marks on them.

>OPEN SEAT
You try to open the piano bench seat, but it seems to be stuck. Apparently the wood has become warped over the years.

>X LEGS
Which legs do you mean, the piano bench legs, or your foot?

>PIANO
The piano bench legs are covered with scratch marks. One leg in particular appears to have served for many years as a favorite scratching post for one or more cats.

Oh, martin is a cat person?

My opinion of him has been lowered slightly. Dogs are better than cats.

>SIT ON BENCH
You’re now sitting on the piano bench.

>PLAY PIANO
Since there’s no sheet music on the music stand, you play the only song that you know by heart.

You play “Home on the Range” on the piano, singing along as you play:

"Home, home on the range,
Where the deer and the antelope play,
Where seldom is heard
A discouraging word,
And the skies are not cloudy all day.”

How much do you want to bet that there is sheet music lying around here someplace?

>STAND
You stand up. You’re no longer on the piano bench.

>X BUST
The bust of Beethoven is made of white marble. His stubborn personality can be seen in the determined set of his forehead, nose, ears, and chin.

>X FOREHEAD
A distinctive forehead, very Beethoven.

>X NOSE
A distinctive nose, very Beethoven.

Similar messages for the chin and ears. I don’t know what this is for, yet.

>X DESK
The desk is built into the bookcases. A computer sits on top of the desk. The desk has a small drawer.

The doorbell rings.

You go into the front half of the living room and walk to the front door. You open the front door to see a package delivery man in a light brown uniform standing on the doorstep. He’s carrying a small package.

You sign for the package and take it. Then you close the door. You return to the back half of the living room.

Is this just going to keep happening every few dozen turns?

>OPEN PACKAGE
You open the package and take out yet another can of spam. The empty box is now on the floor.

>X CAN
It’s an ordinary can of spam.

Okay, where were we before we got so rudely interrupted? Right, the desk and bookcase.

>X DRAWER
The desk drawer is closed.

>OPEN IT
The desk drawer is now open. Inside the drawer you see two audio cassettes. One has a red label and the other has a green label. There is no writing on the labels.

>GET CASSETTES
Which cassettes do you mean, the red audio cassette, or the green audio cassette?

Both of them, game? (I’ve definitely played games where that would’ve worked.)

>RED
You take the red audio cassette out of the desk drawer.

>GET GREEN
You take the green audio cassette out of the desk drawer.

>X RED
Which red do you mean, the envelope, or the red audio cassette?

(I was confused reading this at the time, but rereading this compiling the transcript I saw that the letters on the phone bill envelope were red.)

>CASSETTE
It’s an audio cassette with a red label. The label on the red audio cassette is blank.

Well, we have no clue what to expect when we find some way to play these. Wonderful!

>X BOOKCASES
The books in the bookcases are mostly fiction. You are particularly interested in a section of children’s story books that includes “Go Dog Go”, “The Bedtime Story Book”, and "The Boy Who Had No Words”.

Built into the bookcases is a small desk with a computer on it.

This post is nearing the limit, so we’ll look at these next time. Meanwhile let’s look at the last point of interest in this area:

>X CHAIR
Which chair do you mean, the desk chair, or the armchair?

>DESK
The desk chair is made of wood, ornately carved in a pattern that matches the wooden legs of the sofa.

>X COMPUTER
The computer is turned off.

>TURN ON COMPUTER
You turn on the computer.

>X COMPUTER
The computer is turned on. You might want to you sit down on the desk chair so that you can use the computer.

Okay, we’ve done a lot here already, and have lots more to try. Next time I’ll take a closer look at the children’s books, as well as see what’s on that computer. Then we’ll explore the area past the glass door.

I’m going to try and check inventory and score after each update, to keep us straight on what we’ve done.

>I
You are carrying:
some khaki trousers (being worn)
a brown sock (being worn)
a black sock (being worn)
a pair of brown shoes (being worn)
a flannel shirt (being worn)
an envelope
a large stack of catalogs
a phone bill
a gold key
an oriental rug (rolled)
three cans of spam
an empty box
a pocket watch
an audio cassette with a red label
an audio cassette with a green label

>SCORE
Score: 10 out of 360 Turns: 150 Menu: Whatever

Unfortunately this game doesn’t seem to be notifying me when my score goes up, and there’s no “FULL SCORE” either. I think I got 5 points for finding the key, and another 5 for activating the screen in the fromt area?

11 Likes

Oh my word I am so all over this. Finding Martin is one of my absolute favourites. I should also mention that I spent a fairly sizable chunk of time last year writing a set of Invisiclues hints, in case such a thing turns out to be useful to you! (I won’t offer any hints in the thread unless you ask specifically.)

Assuming that you’re referring to either the pocket watch or the train track, don’t worry! By the time you’re done, neither of those will be the most complicated mechanism you’ve seen in a parser game.

Hang on to that thought for now. You might be surprised.

You’ve seen a hint of this by now with the fact that the pocket watch can be used to play movies on the video screen, but rest assured that this is only the tip of the iceberg when it comes to things in Martin’s house that are controlled in weird ways.

It’s really annoying when you keep receiving spam, right?

I believe you can respond BOTH to the disambiguation prompt?

4 Likes

Oh dear. I knew this game was complicated, but I wasn’t prepared for it to narrate the positions of every object in such thorough, dry detail.

I don’t generally agree that a picture is worth a thousand words, but when those words are…

…it very well might be! Or at least a hundred.

2 Likes

Even for this game, the train track is a bit of an anomaly in terms of the intricacies of its positioning. There’s one other mechanism which involves some similarly wordy descriptions, but in neither case do you have to appreciate the exact physical position of all the parts of the puzzle once you get the general idea of what’s going on.

3 Likes

I was thinking of the watch, yes.

You aren’t kidding about Martin being weird, as I’ve discovered. Part 2 is probably coming tonight, in which we see two of Martin’s pets!

2 Likes

Part II: go Dog Go!

Last time, we found the key to our lost friend Martin’s house under his penguin lawn ornaments. Even in just his living room, we found quite a lot: his pocket watch (which seems to control a video screen), a model railroad track, a piano with a bust of Beethoven. Oh, and he was apparently getting bombarded by a very physical spam attack. And we’re still just getting started.

I should note that i’ve cut out a lot of repetitive sections and moving back and forth from the transcript. My main game is set to “verbose”, mostly for my own convenience (and so I can remember open puzzles as I walk around). Just do note that a fair amount of redundant stuff has been removed.

One last note: this update comes with a soundtrack, for reasons which will become clear shortly. In fact, we seem to be getting quite a lot of music even just starting off. Maybe i’ll be able to put a soundtrack in every chapter? I’ll think about it ahead of part 3.

Anyway. We left off having not looked at martin’s bookcase and computer yet, so let’s start with a reminder of that:

LIVING ROOM (back half)

There’s an armchair on the north wall. To the right of the armchair is an open sliding glass door leading north to a courtyard. A pet door has been installed as part of the sliding glass door.

The floor is a dark wood, finely polished. There is some model railroad track inlaid into the floor here.

On the west wall is a piano. There’s a bust of Beethoven on the piano. A piano bench sits in front of the piano.

The east wall is covered with bookcases, with a small desk built into the bookcases. On top of the desk is a computer. The desk drawer is open. A wooden desk chair is in front of the desk.

The living room continues to the south.

You see two empty boxes here.

>X COMPUTER
The computer is turned on. You might want to you sit down on the desk chair so that you can use the computer.

>SIT ON CHAIR
Which chair do you mean, the desk chair, or the armchair?

I’m gonna do that all the time, I can feel it now.

>DESK
You’re now sitting on the desk chair.

>X COMPUTER
The computer is turned on. If you want to use the computer, just say so.

>USE COMPUTER
You start using the computer. But after a careful search, you realize that all of these programs, documents, games, and saved e-mails are not going to be of any use to you. The only thing you still need to look at is the new incoming e-mail, so you pull these up on the screen.

Reading the incoming e-mails on Martin’s computer is like falling into a black hole. The spam is coming in faster that you can go through them! It seems that there is no limit to the exciting opportunities for obtaining low mortgage rates, male enhancement pills, discount merchandise, hot chicks who are eager to meet you, and ways to spy on your friends and neighbors.

There might be an important e-mail in here somewhere, but it seems unlikely that you’ll be able to find it amidst all the spam.

You notice that the spam filter is currently turned off. It occurs to you that if you were to turn on the spam filter you would be able to look through the e-mail more efficiently.

So, not that different from my real-life personal email inbox, apparently.

>TURN ON FILTER
The spam filter is now turned on.

>USE COMPUTER
You start using the computer.

The only thing of interest on the computer is the new incoming e-mail, so you pull these up on the screen.

There’s only one e-mail. You can read the e-mail or else you can turn off the spam filter.

>READ EMAIL
The e-mail has no subject line, but it appears to have been sent by Phouthavong Bochandilay from his office e-mail account at SED Limited.

The body of the e-mail reads “Circular reasoning is irrational.”

There also appears to be an attachment. Unfortunately the attachment has been encrypted by Mr. Bochandilay with a password. You would need to type the password on the computer in order to see what Mr. Bochandilay has to say.

We’ve heard of sED Limited before; the person who keeps sending us cans of spam apparently is also from there. Presumably this is Martin’s employer, although what exactly they do is still unclear.

It probably isn’t a good idea to start guessing passwords, especially if this is the type of system that locks you out if you guess wrong enough times. But we have UNDO!

>TYPE PASSWORD
You should put what you want to type in double quotes, for example, TYPE “PASS123” ON COMPUTER.

>TYPE “PASS123” ON COMPUTER
You type “PASS123” on the computer. The computer display tells you that this is an invalid password.

We undo, just in case. I wonder if that line in the email is supposed to be a hint? “Circular reasoning is irrational” suggests to me the irrational number π (pi), which is the ratio of the circumference to the diameter of a circle. But that doesn’t suggest a password, because I guess “pi” and “3.14” etc. are too short to be a secure password, even if systems in 2005 weren’t so strict about password length as they are now. (Were they? I was too young to remember.)

>TURN OFF FILTER
The spam filter is now turned off.

The doorbell rings.

You stand up. You go into the front half of the living room and walk to the front door. You open the front door to see a package delivery man in a light brown uniform standing on the doorstep. He’s carrying a small package.

You sign for the package and take it. Then you close the door. You return to the back half of the living room and sit down again.

Hmmm, I wonder if the digital spam filter was, somehow, also blocking the physical spam deliveries? (Yes, it is just another normal can of spam.)

Anyway, now let’s look at the bookcase.

>X BOOKCASE
The books in the bookcases are mostly fiction. You are particularly interested in a section of children’s story books that includes “Go Dog Go”, “The Bedtime Story Book”, and “The Boy Who Had No Words”.

Built into the bookcases is a small desk with a computer on it.

>GET GO DOG
You can’t reach “Go Dog Go” from here. You might want to try standing up first.

>STAND
You stand up. You’re no longer on the desk chair.

>GET GO DOG
You take “Go Dog Go” off of one of the bookcases.

>READ IT
First you’d need to open it.

>OPEN IT
You open “Go Dog Go” to the first page.

>READ IT
You read about dogs driving around in cars.

>G
You read about dogs driving around in cars.

You would need to turn the page in order to read the rest of the book.

>TURN PAGE
You turn the page.

>READ DOG
You read about dogs having a party in a tree. You do like the dog’s party hat. You do, you do.

>TURN PAGE
You turn back to the beginning.

Not really that informative. Maybe we’ll get more benefit from the others?

>GET BEDTIME
You take “The Bedtime Story Book” off of one of the bookcases.

>OPEN IT
(closing “Go Dog Go” first)
You open “The Bedtime Story Book”, and something falls to the floor. It looks like sheet music!

A ferret comes out from behind the bookcases. He grabs the sheet music with his teeth. He looks like he’s trying to take it behind the bookcases! With extraordinarily fast reflexes you manage to snatch the sheet music away from him before he gets out of your reach.

The ferret hops back and forth, apparently thinking that you are playing some sort of a game with him. But when you fail to drop any more sheet music, he gives up on you and slips out of sight behind the bookcases.

You search your memory regarding Martin’s pets. Yes, you remember Martin saying that he has a ferret named Slinky.

It occurs to you that Martin also has a dog, but you can’t recall the dog’s name.

Okay. First, I called the existence of sheet music. Second, Martin has a ferret, a dog, and multiple cats? Does he also have a goldfish, a hamster, and a partridge in a pear tree?

>X SHEET
It’s Handel’s “Water Music”, arranged for the piano.

>READ BEDTIME
You read a story about three little kittens who lost their mittens.

>TURN PAGE
You turn the page.

The doorbell rings.

You go into the front half of the living room and walk to the front door. You open the front door to see a package delivery man in a light brown uniform standing on the doorstep. He’s carrying a small package.

You sign for the package and take it. Then you close the door. You return to the back half of the living room.

I’ve cut it out, but this is also just another normal can of spam.

>READ BEDTIME
You read a story about Goldilocks and three bears.

>TURN PAGE
You turn the page.

>READ BEDTIME
You read a story about three little pigs and a big bad wolf.

>TURN PAGE
You turn back to the beginning.

So, those are all real children’s stories. At least we found something hidden. There was one final book here:

>GET BOY
You take “The Boy Who Had No Words” off of one of the bookcases.

>OPEN IT
(closing “The Bedtime Story Book” first)
You open “The Boy Who Had No Words” to the first page.

>READ IT
You read the first page:

"There once was a boy who had no words. No one knew whence he came for he could not say. But the people of the village gave him food and clothing, and in return he carried their water buckets high up the mountain to fill them with the cold clean water of the mountain spring. All day he filled buckets and brought them back down to people of the village.

But each day when the sun grew low in the sky, the boy would go back up the mountain to sit upon a flat rock. Next to a pool where the mountain waters rested before continuing on their way downstream, the boy could be seen sitting quietly and staring at the fish whose colors gleamed like jewels in the fire of the setting sun.

Now some will say that the patterns of the fish in this mountain pool have always been strangely beautiful. Others will say the fish were changed by a rock that fell from the sky and sank to the bottom of the pool. And still others will tell you that the fish had been touched by the fire spirit of the mountain, which sometimes bubbles up from below and heats the water with puffs of steam.

But the boy who watched the fish understood none of these stories. He watched the fish and studied the tiny flaps on their mouths that looked so much like mustaches. Each evening he saw fish entering the pool and fish leaving the pool. But always the fish who chose to remain were the ones with the most spectacular colors and most intricate patterns. These are the fish who lived their lives in the mountain pool, there with the boy who watched them in silence as the sun set into darkness and cold stars filled the night."

>TURN PAGE
You turn the page.

>READ BOY
You read:

"One day the village received a visit from an important man who had traveled from afar. This man asked many questions, and as the villagers spoke he nodded and made marks upon parchment with brush and ink. When he asked to see the jeweled fish of the mountain, the villagers sent the boy with no words to lead him up the mountain.

At first the important man became puzzled when he looked at the boy, who seemed to possess some similarity of face to a great poet and philosopher that he had once met in the imperial city. The man became excited as he began to make plans to use the boy to further his own position. A reward perhaps? Could he pass the child off as a long lost relative of the great philosopher, perhaps an infant who had wandered from home and grew up as a wildling?

But when the man and the boy reached the mountain pool and the man saw the fish, his excitement turned into awe. It seemed that the impossible rumors were indeed true – The patterns on these fish were in the form of letters and words, characters that matched the brushstrokes on his parchment! And then the man looked back at the boy’s face, and he tried to shake from his mind a disturbing idea. What if the fish were speaking with words that had been trapped inside of the boy? No, no, an absurd idea, the man told himself.

The man left hurriedly, but before the next full moon he returned with servants and a large tar-coated basket to take the fish down from the mountain. They also took the boy, although he ran from them and tried to hide. These strange and beautiful fish would make fine gifts to the emperor, the important man thought."

>TURN PAGE
You turn the page.

>READ BOY
You read:

"But before reaching the imperial city they were attacked by foreigners. The man was killed and his servants ran away. The boy and the fish were put aboard a black ship and taken to a faraway land, where a powerful sorceress imprisoned them in a cave.

Inside the cave, a giant cauldron was hung by black chains above a bubbling mudpot. The basket containing the fish was laid upon on the ground next to cages filled with small animals. The boy was put to work stirring the cauldron with a long stick. Inside the cauldron bubbled a magical potion that contained the power of all the words that had ever been and all the languages ever known.

That night the sorceress returned to the cave and the animals in their cages became agitated. They called out to the boy, saying “Save us, save us!” The boy saw their fear but he did not understand the words that they were saying to him.

The sorceress took a hawk from its cage. Holding its feet in her hand, she spoke an incantation and plunged the hawk into the boiling cauldron. The bird let forth a scream as it died, and the hand of the sorceress contorted painfully in the hissing liquid. But her face was filled with ecstasy as the knowledge of all words and all languages passed into her.

But the spirit of the sorceress was full of evil ambitions and wicked plans, and so there was not enough room inside her to keep what she had taken from the cauldron. Her face grew angry as the words escaped her memory and the knowledge of the languages was forgotten. Lost again! She needed more time, more animals. The potion was not strong enough yet! Then the sorceress transformed herself into the shape of a hawk, let forth a coarse birdlike cry, and flew from the cave."

>TURN PAGE
You turn the page.

>READ BOY
You read:

"The boy was afraid and didn’t know what to do. If he freed the animals, the sorceress would surely put him into the pot instead! And away from the glow of the heated cauldron, the cave was so dark that he would not be able to find the way out.

But he opened the cages anyway, and the animals scurried off into the darkness. Then the boy did the only thing he knew how to do. He sat down beside the basket of fish and watched them quietly.

After a time the cave floor beneath him began to tremble. The ground began to shake vigorously and a crack broke open in the rock, revealing a torrent of rushing water that was a great underground stream. The boy poured the fish into the stream and dropped the basket, hoping to jump into the basket as it fell and thereby make his escape.

At that moment the sorceress appeared screaming in fury, just in time to see the ground beneath the cauldron give way. The cauldron tipped over, and drops of liquid spilled onto the boy and onto the two tiny fish as they fell.

The sorceress extended her hand and a cold spell of vengeance flew from her fingers. But before the spell could strike the boy’s chest, she saw the boy using the power of the cauldron to transform his body into sparks of fire. The boy had disappeared! The sparks flew into the mouths of the two tiny fish as they fell into the roaring stream, and the spirit of the boy became joined with the fish."

>TURN PAGE
You turn the page.

>READ BOY
You read:

"Then the sorceress transformed herself into an otter and she jumped into the stream, swimming and chasing after the fish. She chased them until the stream poured into the sea, and she chased them across the sea throughout the night. As the sun rose the next morning, the two fish came to an island beach of white sand. The fish transformed themselves into rabbits and sprinted across the sand into the tall grass beyond.

The sorceress then turned herself into a greyhound to chase them. But the rabbits soon reached a large lake, and in the center of the lake was a volcano. The rabbits transformed themselves into swallows and flew across the lake towards the peak of the volcano. The sorceress then took the form of a hawk and followed in swift pursuit.

The trees surrounding the lake bent in welcome to the swallows, waving exotic purple flowers and lush green fronds. So the swallows changed back into tiny jewel-colored fish and began to fall down towards the lake. As they fell, they spoke to the volcano in the language of fire. “Rano,” said the fish. “Ani,” said the other fish. “Aku he gaukauha ki te kaiga.”

The sorceress, still in the form of a hawk, began a steep dive to intercept the fish before they reached the lake. But the volcano rumbled and shook, and a fiery blast lashed out to destroy the sorceress, burning her completely and leaving nothing but smoke and ash to be scattered by the wind.

The fish remained in this lake, taking nourishment from the purple flowers and bringing prosperity and safety to the people who lived under the shadow of the volcano. In the years to come there would be many generations of these fish, sometimes leaving to wander through distant lands, but always returning home to the lake to share their tales of adventure with the other fish. Tiny fish with beautiful patterns of white and red and blue and yellow and black, with tiny mustaches, sharing the spirit of a little boy and the power of all words and all languages ever known."

>TURN PAGE
You turn back to the beginning.

Well. If that’s at all a hint, or foreshadowing, I don’t see it yet. If that’s a real legend, I certainly haven’t heard of it.

Anyway, I then spent some time looking around when this happens again:

The doorbell rings.

You go into the front half of the living room and walk to the front door. You open the front door to see a package delivery man in a light brown uniform standing on the doorstep. He’s carrying a small package.

You sign for the package and take it. Then you close the door. You return to the back half of the living room.

>OPEN PACKAGE
You open the package and take out the can of spam. You wonder why you’re getting so much spam. The empty box is now on the floor.

>X CAN
At first glance it like an ordinary can of spam. But upon closer examination you notice that it has a hinged lid! Since you’ve never seen a can of spam with a hinged lid before, you assume that this must be a fake. There probably isn’t even any spam inside!

I knew there would eventually be a purpose for this.

>OPEN CAN
Which can do you mean, the ordinary can of spam, or the fake can of spam?

>FAKE
The fake can of spam is now open. In the fake can of spam you see a piece of plastic (folded).

Is it the inflatable raft from Zork I?

>GET PLASTIC
You take the piece of plastic out of the fake can of spam.

>X IT
(unfolding it first)
It’s is a flexible piece of plastic, basically rectangular but with rounded edges. The plastic is mostly transparent with a slight hint of shiny green specks. Judging from its shape and transparency, you conclude that this is some sort of optical filter. Around the edges is a braid of plastic that glistens with a pale green tint.

Now that that mystery is solved, it’s time to experiment with our sheet music.

>SIT ON BENCH
You’re now sitting on the piano bench.

>PUT MUSIC ON STAND
The sheet music is now on the music stand.

>PLAY PIANO
You play “Water Music” on the piano.

You think you hear drops of water falling.

>G
You play “Water Music” on the piano.

You think you hear sound of water draining.

Interesting. It seems to toggle something that we haven’t seen yet.

>GET MUSIC
You take the sheet music off of the music stand.

>STAND
You stand up. You’re no longer on the piano bench.

It is now time to head through the door.

>N

WEST COURTYARD

Looking up, you see some fluffy clouds over the mountaintops to the north and west. The spring weather is rather windy but pleasant. You find the high altitude mountain air to be refreshingly clean and lacking in humidity, although a bit thinner than what you’re used to.

An open sliding glass door leads south into the house. You notice that this section of the house is taller than what you remember seeing from the front of the house.

To the north and the west you see the walls of the courtyard, which are made of reddish colored rock. Against the north wall is a cast-iron loveseat.

Model railroad track cuts a curved path along the moss covered ground towards the bench and then rises onto a shelf that runs east along the north wall.

The ground is hard and rocky here, with a thin layer of moss.

The courtyard continues to the east.

A dog is staring at you from the east part of the courtyard.

>X CLOUDS
The clouds look fluffy.

A dog is staring at you from the east part of the courtyard.

yes, as we’ll see, the game will now tell us about the dog each turn. I’ve cut out most of these messages from this transcript.

>X TRACK
Some model railroad track enters the courtyard from an opening in the south wall. At this point it is mounted on shelving, but it soon drops to ground level where the track is inlaid into to hard moss-covered ground.

It then follows a curved path across the ground, rising back onto shelving as it approaches the cast-iron loveseat. The shelving widens into a platform near the cast-iron loveseat. Then the track and shelving turn east. They continue along the north wall to the end of the courtyard, exiting through a tunnel-shaped opening in the east wall.

Remember, this is directly connected to the back half living room track.

>X LOVESEAT
The loveseat is an elegantly curved piece of lawn furniture, made of cast-iron.

>X DOG
He’s a middle-sized dog who is watching you very carefully from the east part of the courtyard.

>X GROUND
The ground is hard and rocky here, with a thin layer of moss.

>X MOSS
There’s nothing special about the moss.

>E

EAST COURTYARD

To the east you see a section of the house that is topped with a black dome. In the center of the east wall is pair of metal doors, which are currently closed. A rusty chain is circled several times through the door handles. You can see that the doors, if opened, would swing outwards from each other to form a single wide opening of a type commonly used on sheds and storage rooms.

There is a patch of loose dirt in the southeast corner of this part of the courtyard. The south wall is part of the house. Looking up you can see that this section of the house is taller than what you remember seeing from the front of the house. There is a balcony protruding slightly from the house at about the same level as the black dome.

The ground is hard and rocky here, with a thin layer of moss.

The north wall is made of the same reddish colored rock that you have seen in the other walls that surround the courtyard. A shelf runs along the north wall.

The courtyard continues to the west.

The dog stands before you, just out of reach. You hear a low growl coming from him as he eyes you with suspicion.

>X DOME
The black dome is closed.

>X DOOR
The metal doors are currently closed. A rusty chain is circled several times through the door handles. You can see that the doors, if opened, would swing outwards from each other to form a single wide opening of a type commonly used on sheds and storage rooms.

>OPEN DOORS
You can’t open the metal doors because there’s a thick chain circling several times through the door handles.

>X CHAIN
It’s a rusty chain. The chain is quite thick. There’s padlock on it.

>X PADLOCK
It’s the type of padlock that needs a key. But it’s so badly rusted that you wouldn’t be able to fit a key inside it. It’s pretty clear that no one has opened this lock in at least a decade.

The dog stands before you, just out of reach. You hear a low growl coming from him as he eyes you with suspicion.
>OPEN IT
The padlock is so badly rusted that there’s no way to unlock it.

This door just screams “you aren’t going this way for a while yet”. But that could just be me.

I almost forgot to look at possibly the most intriguing thing here on my first pass. For the sake of keeping things tidy, let’s look at it now:

>X DIRT
As you begin to look closer at the patch of dirt, you suddenly are gripped with a sharp pain inside your head and an overwhelming feeling of nausea that forces you to double over and squeeze your eyes tightly shut. You are fairly certain that the patch of dirt was just an ordinary patch of dirt with nothing growing there. But at the same time you can’t help thinking that you also experienced the possibility of a sycamore tree, growing in that very spot! You find the uncertainty extremely uncomfortable, so you force yourself not to think about it right now.

After a while you begin to feel better, so you straighten up and open your eyes again.

Wait, are we going to be doing *time travel* here, too? Those of you following jwalrus’s thread are probably experiencing a bit of deja vu right now…

anyway, back to the rest of the things here:

>X DOG
He’s a middle-sized dog with a wrinkly face, asymmetrical markings, and extremely bad breath. He appears to have been carefully bred from at least 57 different doggy varieties, perhaps in an attempt to increase the likelihood of his being someday cast in a television commercial. Around his neck is a brown collar with a brass tag.

The dog stands before you, just out of reach. You hear a low growl coming from him as he eyes you with suspicion.

>X COLLAR
It’s a brown collar with a brass tag.

The dog stands before you, just out of reach. You hear a low growl coming from him as he eyes you with suspicion.

>X TAG
Which tag do you mean, the rug tag, or the brass tag?

>BRASS
It’s a round brass tag. On this side it says “Spartacus”.

Spartacus stands before you, just out of reach. You hear a low growl coming from him as he eyes you with suspicion.

>PET SPARTACUS
Spartacus backs away and growls ominously.

Maybe he just needs to hear his name?

>TURN BRASS TAG
You touch the tag and Spartacus backs away, growling ominously. But the tag spins enough for you to see that the other side of the tag reads “Agador”.

Agador-Spartacus stands before you, just out of reach. You hear a low growl coming from him as he eyes you with suspicion.

>AGADOR, FETCH
I don’t know the word “fetch”.

aw, clearly that’s not it. (I should’ve tried “STAY”, though. Something for part 3!)

Managed to go over the character limit this time (even with repetitive stuff cut out). To be continued…

4 Likes

(Part II, continued)

>W

WEST COURTYARD

An open sliding glass door leads south into the house. You notice that this section of the house is taller than what you remember seeing from the front of the house.

To the north and the west you see the walls of the courtyard, which are made of reddish colored rock. Against the north wall is a cast-iron loveseat.

Model railroad track cuts a curved path along the moss covered ground towards the bench and then rises onto a shelf that runs east along the north wall.

The ground is hard and rocky here, with a thin layer of moss.

The courtyard continues to the east.

Agador-Spartacus enters the west part of the courtyard from the east part of the courtyard.

Agador-Spartacus stands before you, just out of reach. You hear a low growl coming from him as he eyes you with suspicion.

I then take the dog around to all the places I’ve been. He follows me everywhere, but becomes no more friendly.

With no luck with the dog, I take the only remaining exit: the hall west of the living room.

LIVING ROOM (front half)

>W

HALLWAY

This short hallway leads south to the bedroom and west to the bathroom. The living room is to the east.

On the north wall you see a cuckoo clock.

>X CLOCK
The cuckoo clock hands show the time as 12:00.

The cuckoo clock pendulum is not moving.

>SWING PENDULUM
The pendulum starts swinging back and forth.

>G
The pendulum stops.

The clock really is the only important thing here. No, I don’t know why swinging the pendulum is useful (yet). Although it is set to 12:00, like our watch is.

>W

BATHROOM

The bathroom has all of the usual facilities that you would expect to see in a bathroom. You notice, however, that the towel rack is empty and the bathtub and the sink do not have any visible means of turning the water on or off.

There is a medicine cabinet with a small mirror over the sink. A long shelf runs along the west wall.

The door on the east wall leads to the hallway.

The bathroom smells soapy. This makes your nose itch.

>X BATHTUB
The bathtub has no water in it.

You don’t see any way to turn the water on or off.

>X SINK
The sink has no water in it.

You don’t see any way to turn the water on or off.

>X RACK
There is nothing on the towel rack.

>X SHELF
Wooden shelving runs along the wall here. Mounted on the shelving is some model railroad track that runs along the entire length of the shelving.

The track enters the bathroom from the high southwest corner and passes over the mirror. After passing the mirror it drops steeply to the level of the bath tub. At this point the shelving widens to form a platform by the tub. Then the track goes north, exiting the bathroom through a tunnel-shaped opening in the northwest corner.

Yet another disconnected part of the track system (there were no tracks in the hallway).

>X CABINET
The medicine cabinet is closed. There’s a mirror on the front.

Looking in the mirror you see yourself, a man in his mid-thirties with red hair, green eyes, and a dimple in his chin. You’re wearing a flannel shirt.

You hear a slight creaking sound coming from the medicine cabinet. Is it possible that the mirror could sense that you were looking at it?

At any rate, the sound is gone now.

Given what we know of Martin, that’s quite possible!

>OPEN CABINET
You try to open the medicine cabinet, but no matter how much you pull or push on the cabinet and the mirror, the medicine cabinet stays closed. There must be some sort of trick to it.

I wonder if that sound of water we heard playing the piano came from in here? We’ll try that at the end of this session.

>E

HALLWAY

>S

BEDROOM

The bedroom is almost entirely filled by a very large bed, which is oriented with its head on the south wall. A dresser also stands on the south wall just to the right of the bed.

To the west is a closet door that is currently closed. There is a dart board on the closet door.

A shelf runs along the east, south, and west walls.

The bedroom door is to the north, leading to the hallway.

On the floor near the closet you see a yellow feather.

>GET FEATHER
You take the yellow feather.

>X IT
It’s a small yellow feather. Looking closer you can see that it’s only a small part of a feather that has been cut with a straight edge. The edge bears some remnants of hardened glue.

That’s probably important, though I’m not sure how right away.

>X SHELF
Wooden shelving runs along the walls here. Mounted on the shelving is some model railroad track that runs along the entire length of the shelving.

The track enters the bedroom from an opening in the east wall and then turns to go south along the wall. At the end of the wall it turns and goes west. At this point the shelving widens to form a platform by the bed. Then the track goes west, rising somewhat to pass over the bed and the dresser. At the end of the wall it turns north, rising steeply to pass over the closet door and to exit the bedroom through a tunnel-shaped opening in the high northwest corner.

So, that eastern entrance might come out in the corner of the living room? i’m getting a headache already. Maybe i should just not think about it until we have a reason to use this setup.

>X BED
It’s a king-sized bed. The bedding and pillows are strewn on the bed in a careless fashion.

Might as well do it a third time!

>SEARCH PILLOWS
You carefully examine the bedding, looking in and under all of the sheets, blankets, and pillows. This doesn’t reveal anything except to convince you that the bed looks like a comfortable place for sleeping.

We were pretty explicitly told to do this, so…

>LOOK UNDER BED
You find something under the bed, so you reach out and take it. It’s a white sock!

There seem to be some other things under the bed, but they are considerably beyond your reach and too far towards the center for you to see anything except shadows. It occurs to you that fetching anything else from under the bed could be done only by someone who is smaller than you are.

Someone smaller? Like, say, a dog or ferret?

Anyway, that’s a white sock. We have a brown and a black sock on right now. If (for some reason) we need a pair of matching socks, we are no closer to that goal!

>X DRESSER
The dresser is made of dark wood and is three drawers tall. The top of the dresser has a glass surface, and under the glass you can see several photographs.

>X PHOTOGRAPHS
You look at the photographs under the glass on the dresser.

There’s a picture of two women, with their arms around each others’ waists. Judging from the age difference between them and some similarities in appearance, you assume that this is a fairly recent photo of Martin’s mother and his sister Rachel. You find Rachel’s intense brown eyes to be oddly disturbing, so you quickly shift your gaze to the other items under the glass.

There are some older photographs here: a black-and-white wedding picture that you assume to be of Martin’s parents, and a candid shot of Martin’s father (at age thirty-five or so) assembling a tricycle in the living room of this house while a calico cat sits on the diagrams and assembly instructions. You look at a old clipping from a local newspaper showing Martin’s mother tap dancing in a community theatre production of “42nd Street”.

The most recent photo shows Agador-Spartacus playing in the overgrown grass on the front lawn, jumping up to catch a red rubber ball. But there are no photographs of Martin here.

Rachel, in case you’ve forgotten, was who reached out to us about Martin. I don’t know which of that other information will prove relevant, but I make note of it anyway. That last photo definitely seems like it’s supposed to be a hint, though!

(I just realized compiling this that I forgot to actually try opening the dresser. Oops. We’ll check that first thing in part 3.)

>OPEN CLOSET DOOR
You can’t figure out how to open the closet door.

To be expected by now, clearly.

>X CLOSET
The closet door is currently closed. There is a dart board hanging on the closet door.

If it opens by throwing a dart, we haven’t found one yet.

Let’s see if our guess about the “Water Music” was correct. We make our way north, then east, then north back to:

LIVING ROOM (back half)

>SIT ON BENCH
You’re now sitting on the piano bench.

>PUT SHEET ON STAND
The sheet music is now on the music stand.

>PLAY PIANO
You play “Water Music” on the piano.

You think you hear drops of water falling.

>STAND
You stand up. You’re no longer on the piano bench.

We make our way back through the hallway (south, west, and west again to the bathroom) and sure enough:

>W

BATHROOM

The bathtub is filled with water.

The bathroom has all of the usual facilities that you would expect to see in a bathroom. You notice, however, that the towel rack is empty and the bathtub and the sink do not have any visible means of turning the water on or off.

There is a medicine cabinet with a small mirror over the sink. A long shelf runs along the west wall.

The door on the east wall leads to the hallway.

The bathroom smells soapy. This makes your nose itch.

>X TUB
The bathtub is filled with water.

No change in the sink, however. And we still can’t open the medicine cabinet.

>ENTER TUB
If you want to take a bath just say so.

>TAKE BATH
But you have no towel!

Okay, fair objection. We haven’t seen any towels yet.

Let’s follow up on one last lead: The photo in the bedroom suggested playing ball with the dog on the lawn. We make our way back east, then south out the front door, and then:

>E

FRONT LAWN

The lawn is wild and unkempt. It looks like the grass hasn’t been trimmed in a long time.

To the north is the garden and to the west is the sidewalk.

To the east is a flagstone path headed toward the side of the house.

There was nothing here before, but we probably weren’t thorough enough. Let’s try:

>SEARCH GRASS
You begin to look through the grass, bending down closer to get a better look. You look for quite a while without finding anything. But just when you have almost finished searching the entire lawn and are almost ready to stop, you see a red rubber ball! You take the ball.

>THROW BALL
You throw the red rubber ball. Agador-Spartacus races after the red rubber ball and retrieves it. He runs around in a circle twice, and then he turns and runs around in the other direction. After a little more running about, the dog trots over to stand in front of you.

Agador-Spartacus is no longer suspicious of you now that you have proven your true character as one who throws balls. His soulful brown eyes shine with the trust and loyalty reserved for comrades who have shared a noble adventure.

Suddenly Agador-Spartacus crouches, his body close to the floor, tense and excited and extremely eager to repeat the red rubber ball game. The red rubber ball drops out of Agador-Spartacus’s mouth and falls to ground, rolling slightly towards you.

Aw, cute!

>GET BALL
Your arms are getting full, but a little rearranging lets you take it anyway. You take the red rubber ball.

Agador-Spartacus is still crouching expectantly.

Is that the first sign of an inventory limit? We do have some (probably?) useless cans of spam to drop if we need to worry.

>W

SIDEWALK

Here at the end of the sidewalk is a mailbox, which is currently open.

The doorstep is to the north.

The front lawn is to the east.

Agador-Spartacus comes to the sidewalk from the front lawn.

Agador-Spartacus stands before you, wagging his tail affably.

I think that’s a very solid place to end this session! We’ve solved some early problems, and explored all the house we can get to. We still have some things to play with, however.

Next time: I’ll see what’s in that dresser. Then, time to play with our pocket watch!

Status check!

>SCORE
Score: 15 out of 360 Turns: 318 Menu: Whatever

We got 5 points for successfully gaining Agador-Spartacus’s trust by throwing the ball.

>I
You are carrying:
some khaki trousers (being worn)
a brown sock (being worn)
a black sock (being worn)
a pair of brown shoes (being worn)
a flannel shirt (being worn)
an envelope
a large stack of catalogs
a phone bill
a gold key
an oriental rug (rolled)
five ordinary cans of spam
an empty box
a pocket watch
an audio cassette with a red label
an audio cassette with a green label
“Go Dog Go”
“The Bedtime Story Book”
“The Boy Who Had No Words”
a fake can of spam
a optical filter
a yellow feather
a white sock
a red rubber ball

5 Likes

This game is definitely in the “haha, so zany and random!” vein that a lot of puzzly parser IF was in during this era, so it feels faintly silly to talk about what I did or didn’t expect to see in it, but the Birdcage reference did take me by surprise. (The dog is named after the housekeeper in that movie.)

5 Likes

Oh golly! I got the shivers in advance just thinking about all the great puzzles you’re going to get to solve for the first time. Best of luck!

3 Likes

That’s the sort of obscure (to me at least!) reference that’s sails right over my head, so thanks for catching it!

Speaking of movies: THere will be more movies playing on Martin’s video screen in Part III. Stay tuned!

2 Likes

There have already been a great many moments like this which I’m refraining from commenting on because they are (to a greater or lesser extent) spoilers for later in the game, so for now I’m just keeping a mental note of all of them so I can bring it up later!

1 Like

A great game! I hope you have lots of time to spare …

Part III: I Could Watch Movies All Day

Soundtrack!

Last time, we explored all of Martin’s house we could get to. We solved some easy mysteries, including befriending his dog via throwing a ball, finding his bedroom (with a closet we couldn’t open), and turning on the water in his bathtub via music. What shall we find this time?

First off, we never actually stopped to look at the dog’s favorite toy. Let’s do that for the sake of completeness:

>X BALL
The red rubber ball is slightly sticky. It is covered with numerous indentations that you suspect may have been left by teeth.

Agador-Spartacus stands before you, wagging his tail affably.

Let’s try something I wanted to do last time, but forgot:

>AGADOR, STAY
There’s no verb in that sentence!

:frowning:

Anyway, we left off on the sidewalk last time. Let’s more our way back into the house:

>N

DOORSTEP

>N

LIVING ROOM (front half)
Agador-Spartacus enters the front half of the living room from the doorstep.

Agador-Spartacus stands before you, wagging his tail affably.

We were going to mess with the watch, and explore the contents of the bedroom’s dresser, but let’s do one more thing first that I meant to do last time.

>N

LIVING ROOM (back half)

>SIT ON BENCH
You’re now sitting on the piano bench.

You see Agador-Spartacus in the front half of the living room. He’s lying down.

Note that the dog will sometimes move (usually close by) if you stay in one room to do something.

>PLAY PIANO
You play “Water Music” on the piano.

You think you hear sound of water draining.

Always best to not waste water. (Though we probably don’t actually need to worry about that.)

>STAND
You stand up. You’re no longer on the piano bench.

Okay, let’s go back to the bedroom. back south, then west, and south into;

BEDROOM

The bedroom is almost entirely filled by a very large bed, which is oriented with its head on the south wall. A dresser also stands on the south wall just to the right of the bed.

To the west is a closet door that is currently closed. There is a dart board on the closet door.

A shelf runs along the east, south, and west walls.

The bedroom door is to the north, leading to the hallway.

Agador-Spartacus enters the bedroom from the hallway.

Agador-Spartacus stands before you, wagging his tail affably.

>OPEN DRESSER
You open the top drawer. The top drawer is filled with underwear. You also see a security badge here.

>X UNDERWEAR
You don’t find the underwear very interesting.

>SEARCH UNDERWEAR
Searching through the underwear reveals nothing.

You never know with these games, man.

>GET BADGE
Your arms are getting full, but a little rearranging lets you take it anyway. You take the security badge out of the top drawer.

>X BADGE
The security badge is a laminated rectangle about the size of a playing card, only thicker and more substantial. The badge shows a photograph of Martin.

The badge reads:

  Employee Security Badge
  Sensory Enhancement Devices, Limited
  Department 15-G
  Martin Kessler
  Research and Development Technician, Level II

The badge has a neckcord that allows it to be worn.

The photograph of Martin is not particularly flattering. In the snapshot Martin looks old and discouraged, not quite as you remember him from his college days. Where’s the brightness of spirit and the innovative optimism that you always thought were so quintessentially Martin? Is it possible that the years have managed to grind him down so much? Then again, maybe he was just having a bad day when this photo was taken. But still you wish you had a better picture to remember him by.

So, our guess about “SED Limited” being Martin’s employer turned out to be correct. (And we also found out what it stands for. don’t think we learned Martin’s last name before, either.) The badge doesn’t seem immediately useful, but we’ve still got lots of game to go!

>OPEN DRAWER
Which drawer do you mean, the middle drawer, or the bottom drawer?

>MIDDLE
You close the top drawer and open the middle drawer. The middle drawer contains some shirts.

>SEARCH SHIRTS
Searching through the shirts reveals nothing.

>OPEN BOTTOM DRAWER
You close the middle drawer and open the bottom drawer. The bottom drawer contains a small phone book and a large phone book.

>GET SMALL
Your arms are getting full, but a little rearranging lets you take it anyway. You take the small phone book out of the bottom drawer.

>READ IT
First you’d need to open it.

>OPEN IT
(closing “The Boy Who Had No Words” first)
You open the small phone book to the first page.

Agador-Spartacus stands before you, wagging his tail affably.

>READ IT
There are no numbers on the first page, but you see the following words:
TWEEDLE DEE
BASHFUL
ATHOS
SATURN
BLITZEN

Agador-Spartacus stands before you, wagging his tail affably.

Well, that’s cryptic.

>TURN PAGE
You turn the page.

>READ SMALL
Which small do you mean, the empty box, or the small phone book?

>PHONE
The second page advises you that in order to access the “Metaphysical Assistance Hotline”, you should dial “*” followed by your five-digit access code.

Well, we haven’t found a phone yet, but we can still think about this for a bit. There were five things on the last page…

I think we just got the Obligatory Combination Puzzle, folks!

>TURN PAGE
You turn the page.

>READ IT
All of the other pages are blank except for the very last page, which reminds you that although Alternative Telephone services are provided to you completely free of charge, you are encouraged to help recharge the holistic power grid through voluntary donations of imagination, understanding, and biospheric connectivity.

>GET LARGE BOOK
Your arms are getting full, but a little rearranging lets you take it anyway. You take the large phone book out of the bottom drawer.

>OPEN IT
(closing the small phone book first)
You open the large phone book to the first page.

>READ IT
You skim through the large phone book but find nothing interesting.

We can try turning pages, too, but also find nothing. This book appears to be useless, for now.

I next decide to go back to the living room and lessen the risk of what looks like an impending inventory limit:

LIVING ROOM (back half)
You see five empty boxes here.

>DROP CANS
Which cans do you mean, the ordinary can of spam, or the fake can of spam?

>ORDINARY
The ordinary can of spam is now on the floor.

It occurs to you that the can of spam looks out of place here. Come to think of it, a can of spam would look out of place anywhere (except, of course, on a shelf in a pantry). However, you decide to leave it where it is anyway.

You feel confident that sooner or later someone will pick it up and move it into the pantry.

Well, we haven’t found a pantry yet, but the cans are probably useless anyway. We drop all but one of the real cans of spam, just in case we need one for something.

Now we head back to the front half. It is, at last, time to play with our pocket watch. Let’s get a reminder of what it looks like:

>X WATCH
It’s a brass pocket watch on a chain.

The cover of the watch has an engraving of an old-fashioned locomotive. Puffs of steam are shown rising from the engine smokestack. The watch cover is currently closed.

There is a stem at the top of the watch.

>OPEN WATCH
You open the watch cover.

On the face of the watch you see an image of Galileo Galilei. Galileo’s arms show the time as 12:00.

>X STEM
The stem is a small knob attached to the top of the pocket watch. The stem can be pushed, pulled, or turned.

>PUSH STEM
You push the watch stem and it springs back up again. The watch beeps. The watch image changes to Benjamin Franklin.

Franklin looks quite handsome in his glowing bifocals, which he invented himself.

>PULL STEM
You pull the watch stem and it snaps back down again. The watch beeps. The watch image changes to Galileo Galilei.

>TURN STEM
You turn the stem clockwise. Galileo’s arms still show the time as 12:00.

>PULL STEM
You pull the watch stem and it snaps back down again. The watch beeps. The watch image changes to Alexander Graham Bell.

Bell has rather large ears, which are glowing.

Agador-Spartacus stands before you, wagging his tail affably.

So. It looks like we can push or pull the stem to cycle through possible faces on the watch, and then turn it to possibly cause something else to happen. (Although for Galileo it seems turning it always sets the time to 12:00.) We push it to get back to Galileo. Let’s see what all the faces do, starting with Ben Franklin!

>PUSH STEM
You push the watch stem and it springs back up again. The watch beeps. The watch image changes to Benjamin Franklin.

Franklin looks quite handsome in his glowing bifocals, which he invented himself.

>TURN STEM
You turn the stem clockwise. The video screen slides up into the ceiling, revealing two large fish tanks.

Ben’s bifocals stop glowing.

Yes, that makes total sense. Clearly I’ve started thinking a bit too much like Martin.

>X TANKS
There are two fish tanks, one saltwater and one freshwater. They reach from floor to ceiling, serving as a somewhat transparent wall between the front half of the living room and the room directly east.

The tanks are crystal clean and filled with a colorful variety of fish and other underwater life, including starfish, several large snails, and a wide variety of plants. The sand at the bottom of the saltwater tank is orange and the sand at the bottom of the freshwater tank is yellow. There are some large rocks in the tanks as well. The tops of the tanks are fitted with metal covers that are giving off a low hum.

The two tanks are separated from each other by a space that is large enough to walk through. This space is filled with strands of beads hanging from the ceiling, making it somewhat difficult for you to see into the next room.

>E
The strands of beads are oddly stiff and unmovable. For some reason you can’t seem to go through them.

After your unsuccessful attempt to pass through the strands, you notice that some of the fish are looking at you as if they were expecting you to do something.

>X FISH
The fish are bizarrely beautiful, displaying a wide variety of sizes, shapes, and colors. The fish seem somewhat subdued, not moving around very much. It occurs to you that they seem bored. Some of the fish are looking at the books that you’re carrying.
Well, we don’t have that many books, and the children’s stories don’t seem helpful. So:

>OPEN BOY
(closing the large phone book first)
You open “The Boy Who Had No Words” to the first page.

>READ IT
You read the first page:

(Snippedfor length. See Part II if you want to be reminded how this story goes. It did mention fish quite a lot, so I guess it makes sense that the fish would like it. sure.)

The fish in the tank, watching your lips move, appear fascinated. Apparently this story is their favorite, and they get grouchy unless someone reads it to them at least once a week.

Agador-Spartacus tilts his head, trying to understand your words but failing.

Can we move past now?

>E
You go through the strands of beads.

DINING ROOM (by the west end of the table)

The dining room has a table with four chairs. A crystal chandelier hangs above the table. You are currently at the west end of the table, and you can move north, south, or east to get to the other ends of the table. Here you also see two large fishtanks with strands of beads between them leading westward to the living room.

Beyond the table, the dining room also continues further north and east. On the north wall is a china cabinet. On the east wall is a sideboard.

A long shelf runs across the east and south walls.

Yay, new room! We’ll be exploring the dining room in Part IV. For now, let’s go back, and return to the watch.

>TURN STEM
You turn the stem clockwise. A large flat video screen comes down from the ceiling, covering the fish tanks.

Ben’s bifocals begin to glow.

So that’s a fairly simple toggle. Who will we find next?

>PUSH STEM
You push the watch stem and it springs back up again. The watch beeps. The watch image changes to Albert Einstein.

>X EINSTEIN
The image on the watch, Albert Einstein, looks like he’s standing on the shoulders of someone else. Relative to the giants, he seems to be eager to add his two cents worth. Nobody changes the time quite like Einstein! His arms show the time as 12:00.

>TURN STEM
You turn the stem clockwise. Albert’s arms now show the time as 2:00.

So, that’s how we change the time. Let’s see if the screen shows something different now!

>PUT WATCH IN POCKET
(first closing the watch)
The pocket watch is now in one of the trouser pockets.

The video screen begins to show the movie “The Producers”. Gene Wilder is shouting hysterically. “I’m hysterical! I’m hysterical!” he shouts. Zero Mostel throws a glass of water on him. “I’m hysterical!” Wilder continues to shout. “I’m hysterical and I’m wet!”

Incidentally, if there are references in why some times are associated with some movies, I’ll probably fail to spot some of them. Feel free to chime in in the comments!

>GET WATCH
Your arms are getting full, but a little rearranging lets you take it anyway. You take the pocket watch out of one of the trouser pockets.

>TURN STEM
(first opening the watch)
You turn the stem clockwise. Albert’s arms now show the time as 4:00.

>PUT WATCH IN POCKET
(first closing the watch)
The pocket watch is now in one of the trouser pockets.

Music begins to play. You hear the song “Rock Around the Clock”. “One, two, three o’clock, four o’clock, rock!”

So we have a sound system, too? Those of you paying attention might be able to guess how that gets turned off or on already!

We can seemingly move through two hours at a time. Let’s do that now. i’ll be cutting out taking out the watch from now on.

>TURN STEM
(first opening the watch)
You turn the stem clockwise. Albert’s arms now show the time as 6:00.

>PUT WATCH IN POCKET
(first closing the watch)
The pocket watch is now in one of the trouser pockets.

The video screen begins to show the movie “Singing in the Rain”. Gene Kelley is singing and dancing with an umbrella in the rain.

>TURN STEM
(first opening the watch)
You turn the stem clockwise. Albert’s arms now show the time as 8:00.

>PUT WATCH IN POCKET
(first closing the watch)
The pocket watch is now in one of the trouser pockets.

Music begins to play. You hear Louie Armstrong. He’s singing “When the Saints Come Marching In”.

>TURN STEM
(first opening the watch)
You turn the stem clockwise. Albert’s arms now show the time as 10:00.

>PUT WATCH IN POCKET
(first closing the watch)
The pocket watch is now in one of the trouser pockets.

The video screen shows the TV special “A Brief History of Time”. Stephen Hawking explains his theories of the origin of the universe.

>TURN STEM
(first opening the watch)
You turn the stem clockwise. Albert’s arms now show the time as 12:00.

>PUSH STEM
You push the watch stem and it springs back up again. The watch beeps. The watch image changes to James Clerk Maxwell.

>X MAXWELL
The image on the watch, James Clerk Maxwell, looks rather pleased with himself at being able to describe the interrelation and production of electrical and magnetic fields with only four equations. Nobody changes the time quite like Maxwell! His arms show the time as 12:00.

An explanation of this bit, for those who are curious.

>TURN STEM
You turn the stem clockwise. Maxwell’s arms now show the time as 12:04.

Aha. Four equations, so it moves by four minutes. Got it.

>PUT WATCH IN POCKET
(first closing the watch)
The pocket watch is now in one of the trouser pockets.

The video screen begins to show the movie “Casa Blanca”. “Play It Sam.”

>TURN STEM
(first opening the watch)
You turn the stem clockwise. Maxwell’s arms now show the time as 12:08.

>PUT WATCH IN POCKET
(first closing the watch)
The pocket watch is now in one of the trouser pockets.

The video screen begins to show the movie “Ben Hur”. It’s the part with the chariot race.

>TURN STEM
(first opening the watch)
You turn the stem clockwise. Maxwell’s arms now show the time as 12:12.

Note that each 4-minute interval is enough to change what movie is shown.

>PUSH STEM
You push the watch stem and it springs back up again. The watch beeps. The watch image changes to Werner Heisenberg.

>X HEISENBERG
The image on the watch, Werner Heisenberg, looks like his work in quantum theory has left him somewhat uncertain and random about almost everything. Nobody changes the time quite like Heisenberg! His arms show the time as 12:12.

>TURN STEM
You turn the stem clockwise. Werner’s arms now show the time as 12:47.

>G
You turn the stem clockwise. Werner’s arms now show the time as 12:08.

>G
You turn the stem clockwise. Werner’s arms now show the time as 12:09.

this seems to be purely random. I think this is a reference to heisenberg’s uncertainty principle, which basically states that certain quantities can only be precisely known up to a certain accuracy.

(I think I like this author. I’m loving the science references.)

>PUT WATCH IN POCKET
(first closing the watch)
The pocket watch is now in one of the trouser pockets.

The video screen begins to show the movie “Murder on the Orient Express”. This Agatha Christie mystery takes place on a train.

That wasn’t what 12:08 showed. Is there really something for every minute?

I meant to move to the next face, but incidentally discover something first:

>PUSH STEM
You push the watch stem and it springs back up again. The watch cover pops open.

On the face of the watch you see an image of Werner Heisenberg. Werner’s arms show the time as 12:09.

>PUSH STEM
You push the watch stem and it springs back up again. The watch beeps. The watch image changes to Leonardo Pisano Fibonacci.

>X FIBONACCI
The image on the watch, Leonardo Pisano Fibonacci, looks like a mathematician whose numbers have been progressing rather nicely. Nobody changes the time quite like Fibonacci! His arms show the time as 12:09.

The Fibonacci sequence is a sequence of numbers formed from this simple rule: The first 2 terms are 1. After that, each subsequent term is generated by adding the two previous terms. So it goes 1, 1, 2, 3, 5, 8, 13, etc.

(Yes, I could do this all day.)

>TURN STEM
You turn the stem clockwise. Fibonacci’s arms now show the time as 12:01.

>PUT WATCH IN POCKET
(first closing the watch)
The pocket watch is now in one of the trouser pockets.

The video screen begins to show the movie “High Noon”. “Do Not Forsake Me, Oh My Darling…”

So, not every minute is distinct. This is the same as 12:00.

>TURN STEM
(first opening the watch)
You turn the stem clockwise. Fibonacci’s arms still show the time as 12:01.

>G
You turn the stem clockwise. Fibonacci’s arms now show the time as 12:02.

>G
You turn the stem clockwise. Fibonacci’s arms now show the time as 12:03.

>PUT WATCH IN POCKET
(first closing the watch)
The pocket watch is now in one of the trouser pockets.

The video screen begins to show the movie “High Noon”. “Do Not Forsake Me, Oh My Darling…”

>TURN STEM
(first opening the watch)
You turn the stem clockwise. Fibonacci’s arms now show the time as 12:05.

>PUT WATCH IN POCKET
(first closing the watch)
The pocket watch is now in one of the trouser pockets.

The video screen begins to show the movie “Casa Blanca”. “Play It Sam.”

So, it seems that several adjacent minutes do sometimes produce the same result. Maybe 4 is common, but not always?

That means there are at least 180 effects to try. Possibly more, given that we saw 12:08 and 12:09 have different results.

We can continue to turn the stem while on Fibonacci. The minutes continues to go up the sequence until 55, then resets back to 1. I guess that might just be easier than trying to just let the hour hand continue on.

>PUSH STEM
You push the watch stem and it springs back up again. The watch beeps. The watch image changes to Amadeo Avogadro.

>TURN STEM
You turn the stem clockwise. Avogadro’s arms now show the time as 6:02.

Avogadro looks like an Italian chemist with a face that resembles a mole. Nobody changes the time quite like Avogadro!

A mole is an amount equal to 6.02*10^23 atoms or molecules of a substance. If you’re like me, you probably haven’t had to remember this number since you took high school chemistry.

>PUT WATCH IN POCKET
(first closing the watch)
The pocket watch is now in one of the trouser pockets.

The video screen begins to show the movie “Singing in the Rain”. Gene Kelley is singing and dancing with an umbrella in the rain.

Agador-Spartacus is sitting here.

>TURN STEM
(first opening the watch)
You turn the stem clockwise. Avogadro’s arms now show the time as 10:23.

>PUT WATCH IN POCKET
(first closing the watch)
The pocket watch is now in one of the trouser pockets.

The video screen shows the TV show “Iron Chef”. Today the chefs are competing at making truffles.

I assume the inspiration for certain game-making competitions on this forum were chose without knowledge of that show’s cameo here?

>TURN STEM
(first opening the watch)
You turn the stem clockwise. Avogadro’s arms now show the time as 6:02.

So it’s a simple shortcut to two times, got it.

>PUSH STEM
You push the watch stem and it springs back up again. The watch beeps. The watch image changes to Isaac Newton.

>X NEWTON
The image on the watch, Isaac Newton, looks like a scientist who has helped to lay one of the foundation pillars of physics. An absolute giant in his field, although he does appear a bit odd. His arms show the time as 6:02.

>TURN STEM
You turn the stem clockwise. Sir Isaac’s arms now show the time as 3:00.

>PUT WATCH IN POCKET
(first closing the watch)
The pocket watch is now in one of the trouser pockets.

The video screen shows a Bugs Bunny cartoon. The Tazmanian devil kicks up a dust storm.

>TURN STEM
(first opening the watch)
You turn the stem clockwise. Sir Isaac’s arms still show the time as 3:00.

Apparently 3:00 is Newton’s favorite time. If you want to change the time to something else, Newton isn’t the right guy to do that for you.

Another one that, like Galileo, just jumps to one fixed time.

>PUSH STEM
You push the watch stem and it springs back up again. The watch beeps. The watch image changes to Archimedes.

>TURN STEM
You turn the stem clockwise. Nothing happens. Perhaps this isn’t the right place for Archimedes. Archimedes’ arms still show the time as 3:00.

Archimedes looks like he just got out of the bath tub and doesn’t know where his towel is.

This is probably a reference to one legend about the ancient Greek mathematician: that he had solved a problem while taking a bath, and was so excited that he rushed out of the bath with nothing on.

I immediately wonder if maybe this will summon a towel into the bathroom where we could take a bath, but no luck. I even try turning the water back on. Whatever this face does will have to wait until later.

>PUSH STEM
You push the watch stem and it springs back up again. The watch beeps. The watch image changes to Alexander Graham Bell.

Bell has rather large ears, which are glowing.

Ah yes, back to Bell, who we saw was one before Galileo in the rotation. That must be all the faces! bell invented the telephone, so I wonder if this controls the sound system?

>TURN STEM
(first opening the watch)
You turn the stem clockwise. The house sound system plays a series of descending chimes, suggesting that the speaker system has just been turned off.

Makes sense!

I don’t want to explore all the watch effects yet, but we can at least look at the odd hours like we did with the even ones. It is set to 3:00 right now.

>PUSH STEM
You push the watch stem and it springs back up again. The watch image changes to Galileo Galilei.

>G
You push the watch stem and it springs back up again. The watch image changes to Benjamin Franklin.

>G
You push the watch stem and it springs back up again. The watch image changes to Albert Einstein.

>TURN STEM
You turn the stem clockwise. Albert’s arms now show the time as 5:00.

>PUT WATCH IN POCKET
(first closing the watch)
The pocket watch is now in one of the trouser pockets.

No effect?

Oops, we forgot to turn the speakers back on. We pull the stem back to Bell and:

>TURN STEM
You turn the stem clockwise. The house sound system plays a series of ascending chimes, suggesting that the speaker system has just been turned on.

Alexander’s ears begin to glow.

We then push the stem again until it goes back to Einstein. Time to check the odd hours for real!

>PUT WATCH IN POCKET
(first closing the watch)
The pocket watch is now in one of the trouser pockets.

Music begins to play. You hear “Beethoven’s fifth symphony”.

Fitting for 5:00.

>TURN STEM
(first opening the watch)
You turn the stem clockwise. Albert’s arms now show the time as 7:00.

>PUT WATCH IN POCKET
(first closing the watch)
The pocket watch is now in one of the trouser pockets.

The video screen begins to show the movie “Snow White and the Seven Dwarfs”. Happy, Dopey, Sleepy, Sneezy, Grumpy, Bashful, and Doc are whistling on their way to work.

Wait, one of the lines in the phonebook was Bashful. That’s one of the Seven dwarfs. I don’t think there’s a canonical order, at least one that I remember, so could that be 7?

The list was:

      TWEEDLE DEE
      BASHFUL
      ATHOS
      SATURN
      BLITZEN

Athos is one of the Three Musketeers…do we just need to know how many of each thing there are in the group that includes the thing mentioned? It seems more likely than needing to know their place in an ordered list of those things. There’s Tweedle dee and Tweedle Dum, so i guess that one’s 2? Saturn is a planet, and there’s 8 planets in our solar system. And Blitzen is one of Santa’s reindeer (at least per one song), of which there’s…hold on, let me think how it goes…also 8 (or 9, if you include Rudolph). So, is the code just 27388 or 27389? Obviously we can’t confirm until we find a phone.

>TURN STEM
(first opening the watch)
You turn the stem clockwise. Albert’s arms now show the time as 9:00.

>PUT WATCH IN POCKET
(first closing the watch)
The pocket watch is now in one of the trouser pockets.

You hear a train whistle blowing in the distance from the northeast.

A model train enters the front half of living room from the southeast corner and continues west along the wall, dropping somewhat to pass under the picture window and then dropping to floor level to pass in front of the door. It then rises slightly. It then comes to a stop at the platform by the sofa.

Finally, there’s the train! I guessed since I first looked at the watch that it controlled the train somehow. I don’t think this directly helps us with any immediate problem, but it’s good to know how to summon the train.

>X TRAIN
The train is stopped at the platform. It has a steam engine with the number ‘9’ painted on the side. There are six cars including a bright red caboose.

Thus justified by summoning at 9:00. Maybe at 9:09 or something other stuff with tha train happens? I’ll try that later.

>TURN STEM
(first opening the watch)
You turn the stem clockwise. Albert’s arms now show the time as 11:00.

>PUT WATCH IN POCKET
(first closing the watch)
The pocket watch is now in one of the trouser pockets.

The video screen begins to show the movie “The Wizard of Oz”. The Emerald City looks very green. Perhaps it has something to do with lens filters in their eyeglasses?

We did find an optical filter, in the fake can of spam. We haven’t found any glasses, though.

>TURN STEM
(first opening the watch)
You turn the stem clockwise. Albert’s arms now show the time as 1:00.

>PUT WATCH IN POCKET
(first closing the watch)
The pocket watch is now in one of the trouser pockets.

Music begins to play. You hear the song “Food Glorious Food”. The starving orphans at Oliver’s workhouse sing “Food, glorious food, we’re anxious to try it. Three banquets a day, our favorite diet!”

>GET WATCH
Your arms are getting full, but a little rearranging lets you take it anyway. You take the pocket watch out of one of the trouser pockets.

Okay, that’s all the hours. I’m going to turn it back to Galileo, for convenience. (I just realized I should’ve left it on Franklin, because I want to go into the dining room next and the screen needs to be up to do that, but aw well.)

>TURN STEM
You turn the stem clockwise. Galileo’s arms now show the time as 12:00.

>PUT WATCH IN POCKET
(first closing the watch)
The pocket watch is now in one of the trouser pockets.

The video screen begins to show the movie “High Noon”. “Do Not Forsake Me, Oh My Darling…”

Okay, that’s all for today. Next time: Into the dining room!

Status check!

>I
You are carrying:
some khaki trousers (being worn)
trouser pockets
a pocket watch
a brown sock (being worn)
a black sock (being worn)
a pair of brown shoes (being worn)
a flannel shirt (being worn)
an envelope
a large stack of catalogs
a phone bill
a gold key
an oriental rug (rolled)
an empty box
an audio cassette with a red label
an audio cassette with a green label
“Go Dog Go”
“The Bedtime Story Book”
“The Boy Who Had No Words”
an ordinary can of spam
a fake can of spam
a optical filter
a yellow feather
a white sock
a red rubber ball
a security badge
a small phone book
a large phone book

>SCORE
Score: 25 out of 360 Turns: 522 Menu: Whatever

I wasn’t paying that much attention. I think we might’ve gotten points for reading the book to the fish, allowing us to pass into the dining room?

4 Likes

A question I thought of during this update.

As we’ve seen, the watch as a lot of effects. Probably at least 180, maybe considerably more. But testing them all would take quite a lot of transcript, and probably several updates. If I was just doing this on my own, I’d probably do it in one go.

Should I just go ahead and do that anyway? Or would people mind me doing just a bit of messing around with the watch to start each update, before solving new puzzles? I’ll take full input from the thread on this one.

1 Like

This game came out in 2005 and Pluto wasn’t demoted til the next year, so 9.

4 Likes

Oh wow, I’ve heard a lot about this game’s complexity, but the first couple updates didn’t seem that tough - all the functions of the watch really start to show how deep this rabbit hole goes, though! I vote for showing off a bit each update rather than one giant look at the permutations, FWIW, and I’m digging the thread - always nice to have another big LP going!

Try SAY “STAY” TO AGADOR.

I don’t remember seeing this bit of text in my playthrough, but having discovered it (you’re being more thorough than I think I was, which can only be a good thing) it’s probably worth bearing in mind!

Most of the links between the scientists and their effect on the watch seemed obvious to me, but I never got why Einstein advances the time by two hours. Two theories of relativity (special and general)? And for that matter, what’s the link between Galileo and 12 o’clock?

2 Likes

The heart is of course for this quip :slight_smile:

Amused regards from Italy,
dott. Piergiorgio.

2 Likes

Good catch! (And I know the demotion happened in 2006, it just wasn’t crossing my mind as I attempted to work it out, and besides I had no means of testing the solution when writing this part. I can’t blame the game for this one.)

I wonder if this sort of thing has tripped up any other puzzles before, though.

1 Like