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

Part XV: The Hitchhiker’s Guide to the South Pacific

(Yup, this one’s gonna be pretty strange even by this game’s standards. buckle up, folks.)

Last time out we finally explored the dance studio and regions beyond, including opening a hidden exit via tap dance. We found a secret garden area, along with a trunk in Martin’s attic which opened via scents. We ended going back to the phone booth, because one of those scented items is in the general store and we have to pay for it. First, though, I want to try something upstairs.

>PRESS “4”
You pick up the receiver.

You press “4”.

You hear the sound of a motor grinding, the door slams closed, and the phone booth suddenly rises upwards very quickly. Then, just as suddenly, the phone booth comes to a screeching halt. The phone booth door opens.

PHONE BOOTH, by the second floor landing

You see the second floor landing to the east.

>E

You drop the receiver.

SECOND FLOOR LANDING

>N

SHORT HALL

>GET SACK
Your arms are getting full, but a little rearranging lets you take it anyway. You take the small cloth sack.

>W

FUZZY CHAMBER

>GET EAR TILE
Your arms are getting full, but a little rearranging lets you take it anyway. As you take the ear tile out of the sack, the gold thread begins to vibrate. Then, the tiny fuzzy dice on the gold thread emit a short high-pitched whistling sound.

You hear a thump coming from the ceiling. Then you hear a grinding noise receding from the ceiling, while at the same time you hear a grinding noise approaching the south wall. This is followed by a thump coming from the south wall.

Suddenly the fuzzy chamber changes its orientation. The quarter flip pulls the floor out from under you, and you fall over. After you regain your footing, you see that the large round hole, which used to be to the east, is now beneath you. You manage not to fall through the hole by keeping to the side.

Suddenly the fuzzy chamber changes its orientation. The quarter flip pulls the floor out from under you, and you fall over. After you regain your footing, you see that the large round hole, which used to be beneath you, is now to the west.

>W

RACHEL’S BEDROOM

We solved the main puzzle in here, but now that we have flowers, it only seems natural to try putting one in the vase anyway.

>PUT DAISY IN VASE
The plucked daisy is now in the flower vase.

The flower vase moves to the gold circle.

>X DRESSER
The dresser has a shiny black lacquer finish with a contrasting white top.

Painted on the top of the dresser are six circles arranged in a loop. There is a seventh circle in the middle. The circles are all exactly the same size, packed tightly together so that their borders are touching each other. Each of the six circles is in contact with two other circles, and also with the seventh circle at the center.

Starting with the top circle and then going clockwise, the circles are painted gold, silver, red, yellow, blue, and green. The seventh circle is black.

A flower vase is on the gold circle.

Notice that gold and silver are the first two, which are indeed the first two elements in the combination we found. If it follows that order, that implies there’s some link between red/iron, yellow/mercury, blue/tin, green/copper, and black/lead. I can sort of see some of these correspondences, maybe? I’m not sure that’s the whole hint that might exist here.

>GET DAISY
Your arms are getting full, but a little rearranging lets you take it anyway. You take the plucked daisy out of the flower vase.

The flower vase moves to the black circle.
>E

FUZZY CHAMBER

>PUT EAR TILE IN SACK
As you put the ear tile into the sack, the gold thread begins to vibrate. Then, the tiny fuzzy dice on the gold thread emit a short low buzzing sound.

Suddenly the fuzzy chamber changes its orientation. The quarter flip pulls the floor out from under you, and you fall over. After you regain your footing, you see that the large round hole, which used to be to the west, is now beneath you. You manage not to fall through the hole by keeping to the side.

Suddenly the fuzzy chamber changes its orientation. The quarter flip pulls the floor out from under you, and you fall over. After you regain your footing, you see that the large round hole, which used to be beneath you, is now to the east.

You hear a thump coming from the south wall. Then you hear a grinding noise receding from the south wall, while at the same time you hear a grinding noise approaching the ceiling. This is followed by a thump coming from the ceiling.

>E

SHORT HALL

>DROP SACK
The small cloth sack is now on the floor.

>S

SECOND FLOOR LANDING

>W

PHONE BOOTH, by the second floor landing

>PRESS “9”
You pick up the receiver.

You press “9”.

You hear the sound of a motor grinding, the door slams closed, and the phone booth suddenly drops very quickly. Then, just as suddenly, the phone booth comes to a screeching halt. The door opens and you see the kitchen.

PHONE BOOTH, in the pantry

You see the kitchen to the east.

You hear the computerized voice tell you…
Press “1” to be enlightened.
Press “3” to be cleansed.
Press “4” to be uplifted.
Press “7” to be moved.
Press “9” to be transmogrified.
If you do not have access to a touch tone phone, please remain on the line and an operator will assist you.

>PRESS “7”
You press “7”.

The computerized voice goes on to tell you
Please specify the destination to which you would like to be moved…
Press “1” to go to the zoo.
Press “2” to go to the beach.
Press “3” to go to work.
Press “4” to go to the store.
Press “5” to go to the veterinarian’s office.
Press “6” to visit Mom.
All other options will return you to the main menu. Please be advised that the previously mentioned destinations can be reached only through the Phantom Phone Booth object-oriented navigational system.

>PRESS “4”
You press “4”.

You hear the sound of a motor grinding, the door slams closed, and the phone booth suddenly rises upwards very quickly. It passes the second floor landing and goes through the roof, flying high into the air.

The telephone voice tells you, “Estimated travel time for this six mile trip is three minutes, using standard travel speed.”

The phone booth flies northwest. After about three minutes of flying it sets itself down. The phone booth door pops open.

PHONE BOOTH, in the WalMart parking lot

You see the WalMart parking lot to the east.

>E

You drop the receiver.

WALMART PARKING LOT

You’re at the far end of the WalMart parking lot, quite some distance from the WalMart entrance. The lot is jammed with cars and people, and you don’t see any empty parking spots.

To the west is the phone booth, which has managed to squeeze itself in between a little Nash Rambler and a big black Cadillac.

Throngs of people are hurrying southward, headed for the WalMart entrance. Even more people are streaming out of WalMart doors, bumping into each other and pushing through the crowd as they carry their bags back to their cars.

To the north is a much smaller store, rather oddly-shaped. It’s tall and narrow, with sloping eves that curve upwards like a pagoda.

>X RAMBLER
The little Nash Rambler looks rather run-down, with two flat tires and some missing hubcaps. It occurs to you that the car is likely to have been abandoned here weeks ago. You hear some mewing coming from under the car.

>LOOK UNDER CAR
Under the little Nash Rambler you see a mother cat and several kittens that appear to be about six-weeks old. The kittens are nursing. The mother cat eyes you warily.

>GET CAT
The mother cat hisses, and you quickly withdraw. She doesn’t seem inclined to let anyone touch her or her kittens right now. Perhaps you should come back later.

Apparently it’s still not time. I don’t know what the deal here is.

>N
You walk north and enter Takamine’s General Store.

FIRST LEVEL

>U
You climb the stone staircase. It leads you upwards in a spiral to the Second Level.

SECOND LEVEL

A black lacquer cabinet is on the north wall.

On the floor near the south wall is a stack of turtles leading up to the ceiling. Next to the stack is an antique washbasin.

Shelves cover the west wall. The shelves contain a variety of garden and pond supplies, including sand rakes, potting soil, and garden decorations. Most of the items on the shelves fail to hold your attention. However, your eye is drawn to a can of fish food, “So Long and Thanks for All the Fish”, and some electric hedge trimmers.

An open panel to the east reveals a stone staircase leading downwards.

Quoting this description because one of those items is going to be relevant in a bit.

>SIT ON TURTLE
You try to get on the turtle stack, but it begins to collapse. After several jerking moves downwards there is only one turtle left visible.

You sit on the sea turtle, straddling it as if you were riding a horse.

Suddenly you hear some mechanical grinding noises coming from the floor and from inside the turtle. With a jerking motion the turtle rises upwards a little ways and then stops. You look down and see that your turtle is now resting on the back of a SECOND turtle underneath it!

Then comes another jerking motion that lifts you even higher. Now you find yourself sitting on the top of a stack of THREE sea turtles.

The process continues until you are lifted up through an opening in the ceiling to the Third Level. It’s turtles all the way down! You’re fairly certain that there aren’t any more turtles on the way, but you get off the turtle anyway, just in case.

------------- Press space bar to continue -----------------

[more]
THIRD LEVEL

Shelving covers the north wall. On the shelves you see a large array of incense supplies, much of which appears to have been imported from Japan. Since you don’t know much about incense, you find the variety of utensils, bowls, fragrant wood chips, and incense base to be rather confusing.

Losing interest in the incense you turn your attention to the small selection of candles at one end of the shelving. You notice a ivory-colored candle and a dark red candle.

In an alcove on the east wall is a statue of a warrior king, smaller than the one you saw on the First Level of the store.

A large box of white rice ash is sitting on the floor next to the west wall. A red rope ladder leads upwards from the box of rice ash to the opening in the ceiling.

To the south you see a round hole in the floor with a carving of a sea turtle.

Oh, right - we actually grabbed the green candle from here earlier, because (at the time) I thought a candle would be useful since we have no other source of light in the whole game.

>U

FOURTH LEVEL

>CLAP
(your hands)
You clap your hands.

A panel in the north wall opens, revealing an elevator.

>N

ELEVATOR

The panel to the south is open, revealing the Fourth Level.

Painted on the wall you see five symbols. From top to bottom you see a tall brown rectangle, a silver circle, a red triangle, wavy blue lines, and a yellow square.

>PUSH RECTANGLE
You push the tall brown rectangle. The panel to the south closes, and the elevator rises. Then the panel to the south opens, revealing the Fifth Level.

>S

FIFTH LEVEL

The room is filled entirely with extremely large barrels, most of which are marked to say which type of vegetable is inside the barrel. Your eye is particular drawn to the cabbage barrel, the broccoli barrel, and an unmarked barrel.

To the north you see an open panel revealing an elevator.

You don’t see any warrior king here. If there is a warrior king for the fifth level he’s either invisible, hiding, or on vacation.

>GET BROCCOLI
You can’t reach the broccoli that’s in the barrel.

>X BROCCOLI BARREL
The broccoli barrel has a hinged lid, which is currently closed with a lock on it.

The barrel is marked to indicate that there is broccoli inside. However, the price has been crossed out. You’re not sure whether this means that the broccoli is not for sale anymore, or whether it’s free, or whether you just are supposed to talk to Mr. Takamine if you want to buy some broccoli.

There is a small hole in the side of the barrel near the bottom, wide enough for a few of your fingers but not for your whole hand. You can see some broccoli but it’s too far away for your fingers to reach. You doubt that even long-nosed pliers would help you here.

Nevertheless, you remain convinced that there must be someway to get broccoli out through the hole. You just need assistance from someone suited to the task.

Wanted to take a look at this again while we’re up here. Someone suited to getting into a small space? We definitely have one candidate now we didn’t last time I was here.

>N

ELEVATOR

>PUSH SQUARE
You push the yellow square. The panel to the south closes, and the elevator drops. Then the panel to the south opens, revealing the First Level.

>S

FIRST LEVEL

>GET CANDLE
Your arms are getting full, but a little rearranging lets you take it anyway. You take the green candle.

>S
You find yourself unable to pass between the foo dog statues. They seem to be staring at you accusingly. Perhaps you should put some money in the east foo dog’s mouth to pay for what you’ve taken from the store.

>PUT TEN IN EAST DOG
The ten dollar bill is now in the east foo dog’s mouth.

>S
The east foo dog closes his mouth.

Then the west foo dog opens her mouth and reveals your change, a five dollar bill. After you take the change, the west foo dog closes her mouth. The east foo dog opens his and lets out a deep “Mu-u-u!!”

------------- Press space bar to continue -----------------

[more]
You continue leaving the store.

WALMART PARKING LOT

Wait, those are dogs. We have a dog whistle now, so maybe this is the right place to use it? And we had a thought of that “mu!” sound when we blew it earlier, which is what I really remembered.

>N
You walk north and enter Takamine’s General Store.

FIRST LEVEL

>BLOW WHISTLE
You blow the dog whistle. The whistle makes no sound that you can hear.

For some reason this makes you think of a Zen monastery in southern China. Birds sing among innumerable kinds of fragrant flowers.

>E
You climb the stone staircase. It leads you upwards in a spiral to the Second Level.

SECOND LEVEL

>BLOW WHISTLE
You blow the dog whistle. The whistle makes no sound that you can hear.

Same thing happens on the third level. However, on level 4 something very interesting happens:

>BLOW WHISTLE
You blow the dog whistle. The whistle makes no sound, but suddenly the painting moves sideways, revealing an open wall safe!

But as you look at the contents of the wall safe, 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 force yourself to look again, telling yourself that you need to brave the pain and see what is inside the wall safe. But a sharp bright light flashes inside of your eyes and then everything goes to black.

------------- Press space bar to continue -----------------

For those counting, that would be the third time in the game where this exact thing happened to us. Previously it happened with the dirt in the courtyard and Rachel’s sketchbook. And this one somehow seems more severe than those other times.

[more]
Some time later you regain consciousness and find yourself lying on the floor. You hear two voices speaking mostly in Japanese, an older man and a young woman. You open your eyes and watch the two people talking. You realize that this is the store owner, Mr. Takamine, talking with his daughter Julie.

Julie is Martin’s vet, thus filling in that name connection for us (I noted the common last name at the time but didn’t speculate further).

Mr. Takamine seems angry with you, and it sounds like Julie is trying to get him to calm down.

Julie takes two objects out of the safe, an action which causes you to feel sick again. You grip your head in pain and look away, trying your best not to vomit.

Then there’s some more talking, which goes on for some time. At one point Mr. Takamine touches the motorcycle wheel that is on the metal work table. When he does this the hub of the wheel falls out and all of the spokes clatter onto the work table.

Mr. Takamine still appears unhappy about something, but fortunately his irritation doesn’t seem to center on you any more. You breath a sigh of relief as Julie puts the objects back into the safe and closes the painting.

------------- Press space bar to continue -----------------

[more]
You pull yourself up to sit on the floor. Mr. Takamine and his daughter are still involved in an animated conversation with each other that seems to involve other important issues besides you. After a while, Mr. Takamine takes a yellowed newspaper clipping out of his wallet and gives it to you.

You read the newspaper clipping, which has a date that is more than 25 years old. It’s an obituary for Martin’s father. The article says that Viktor Kessler died in his home on October 13 of that year, due to an accidental explosion in his laboratory. You look up to see Mr. Takamine watching you. He seems somewhat disappointed at your reaction. You hand the clipping back to him.

Then Julie and her father get into an argument, which causes Julie to break into tears. But her father comforts her. Too bad you can’t understand what they’re saying. The disagreement sounded like it had something to do with Martin. And you think you might have heard them mention Rachel’s name earlier.

------------- Press space bar to continue -----------------

[more]
With a frown, Mr. Takamine claps his hands. A panel in the north wall opens, revealing an elevator. As he walks into the elevator you realize that he has decided not to interfere with your activities here. But Julie kneels at your side.

“Go do what you’re going to do,” Julie tells you in English. “My father won’t hit you again. But please be careful! It sounds like this could be dangerous.”

As you stand up, Julie walks into the elevator to join her father. Mr. Takamine claps his hands and the elevator closes.

You find yourself alone again.

Oh, dear, oh dear. This might be one of the most important bits of the wider plot we’ve seen yet. At the very least, it confirms - for the first time I remember - a notion brought up when I first started this thread. That there is some reason for it to be us, specifically, sent on this massive quest. As for what this means in the immediate term: we can’t see what those objects were in the safe. All of those moments of nausea in the past were because we thought there was more than one possibility for what we were looking at, so maybe it’s the same thing here where we really aren’t sure what is in that locked safe.

This also tells you about the elevator if you somehow got through everything without discovering how to open it, which I suppose is technically possible.

>X PAINTING
The painting is abstract and yet full of power. With a few strokes of black pigment that look suspiciously like motorcycle grease, the painting seems to have captured something fundamental about life, the universe, and everything.

As you look at the painting, you can’t help asking yourself questions. Can a cat bark? Can a dog whistle? Do water buffalo really “mu”?

Without speaking, without silence, how can you express the truth?

Is that greasy handprint in the middle of the painting supposed to show one hand clapping?

Will the answer that’s blowing in the wind settle the question once and for all as to whether or not pigs have wings?

And what is supposed to happen to the frayed knot, the talking dog, and the ten-inch violinist after they walk into a bar?

Ah, and there’s how we were supposed to know for sure the whistle would work here.

We summon the elevator and jump down to the first floor as before, and then head back home.

>S

WALMART PARKING LOT

>W

PHONE BOOTH, in the WalMart parking lot

>PRESS “9”
You pick up the receiver.

You press “9”.

You hear the sound of a motor grinding, the door slams closed, and the phone booth suddenly rises upwards very quickly, flying high into the air.

The telephone voice tells you, “Estimated travel time for this six mile trip is three minutes, using standard travel speed.”

The phone booth flies southeast. After about three minutes of flying it drops down through an opening Martin’s roof and comes to an abrupt halt in the pantry. The phone booth door opens.

PHONE BOOTH, in the pantry

You see the kitchen to the east.

Alright. Now let’s try the beach, which we finally got to now that we have a towel.

>PRESS “7”
You press “7”.

The computerized voice goes on to tell you
Please specify the destination to which you would like to be moved…
Press “1” to go to the zoo.
Press “2” to go to the beach.
Press “3” to go to work.
Press “4” to go to the store.
Press “5” to go to the veterinarian’s office.
Press “6” to visit Mom.
All other options will return you to the main menu. Please be advised that the previously mentioned destinations can be reached only through the Phantom Phone Booth object-oriented navigational system.

>PRESS “2”
You press “2”.

You hear the sound of a motor grinding, the door slams closed, and the phone booth suddenly rises upwards very quickly. It passes the second floor landing and goes through the roof, flying high into the air.

The telephone voice tells you, “Estimated travel time for this 950 mile trip is nineteen minutes, using accelerated travel speed.”

The phone booth flies west. After about nineteen minutes of flying it sets itself down. The phone booth door pops open.

PHONE BOOTH, at the beach

You see the beach to the west.

>W

You drop the receiver.

BEACH

The ocean is to the west, a seemingly endless expanse of dark green stetching across the horizon. Roaring waves lap against the shore. You find yourself wishing that you could fly. You long to soar over the ocean and travel as swiftly as the wind, exploring the exotic locations that lie beyond.

The phone booth is to the east.

You notice that you’re wearing a Superman costume.

>X COSTUME
The Superman costume is quite realistic looking. You feel as if you could fly!

Okay, unexpected. But I have a theory as to why, and sure enough:

>REMOVE GOGGLES
You take off the goggles.

The Superman costume disappears.

The brightly colored machine flicker for a moment as if they are about to disappear. But then they regain their substance and stay with you. Apparently these particular brightly colored machine tools have a talent for being real in any dimension, even when other objects might disappear.

You notice that the Superman costume has disappeared.

Oops, I think that’s two messages telling us the same thing triggering. But yes, it’s another goggles exclusive. Of course we could only imagine it with no goggles, but I had them on since we needed them in the dance studio area anyway. I wear them again.

>FLY
You stretch your arms in front of you and push off the ground. You’re flying, just like Superman!

You fly over the ocean, exhilarated by the cold rush of air against your face and the salty spray from the waves below. You seem to be travelling at an incredibly high speed, so fast that that the sky grows darker as the sun recedes in back of you towards the eastern horizon. You’re not sure at which point you cross over the International Date Line, but before long the sun falls below the horizon and the stars begin to appear. Dawn has not yet reached this part of the world.

When the third star appears you can’t help thinking of Peter Pan and Tinkerbell. Was that a pirate ship you saw below? Too late, it’s gone from view. Flying at Super Speed has disadvantages for those not used to being Superman.

------------- Press space bar to continue -----------------

[more]
As you continue flying into the darkening sky, the air gets much colder. The red cape is not much help for warmth. So you try to fly southwards as well as westwards. Eventually you notice that the constellations are no longer familiar to you. You conclude that you must now be somewhere in the southern hemisphere. This makes you think of Bora Bora.

Wait a minute, that seems to be Bora Bora below you! The tourists on Bora Bora seem to be having a great time watching a performer juggle firesticks. You head downwards to join the party, and but by the time you are able to land you discover that you have ended up overshooting Bora Bora by two or three smaller islands. There doesn’t seem to be any party going on here on this island.

TROPICAL ISLAND BEACH

Palm trees are swaying in the light of the moon and the twinkling stars.

You see Clark Kent here. He’s sitting on a coconut, looking forlorn. He looks at your Superman costume with longing.

The ocean lies to the east, and a shadowy path leads west through lush vegetation.

We’ll explore first, but it seems like we have just the thing for Kent here.

>W
The path leads you deep into the interior of the island…

EAST END OF ROPE BRIDGE

The ground drops in a sheer cliff. Below is a dark rippling lake, shimmering in the moonlight. Trees with lush green fronds surround the lake. Some of the trees have purple flower buds waiting to bloom. In the center of the lake is a volcano.

To the west you see a rope bridge, which leads across the lake to the top of the volcano.

A shadowy path back leads eastward through the thick vegetation.

>W
As soon as you step foot on the rope bridge, you find yourself surrounded by native islanders who glare at you in disapproval. You try to explain that you were just trying to get to the volcano, but one of the islanders sharply motions you into silence. In broken English he informs you that strangers are forbidden to approach the volcano. Since you have violated a sacred taboo, you must be brought to the Great Tiki so that judgement may be passed upon you and so that your fate may be determined.

Yet another “cutscene” moment here, as it turns out. Fortunately, we brought something important along.

The islanders take you by the arms, bringing you with them as they force their way through the thick vegetation. You can’t really see where you’re going with all of the green leaves slapping you in the face, but you have the general impression that you’re being taken around the lake to the other side, west of the volcano.

Suddenly there is a break in the vegetation and you see a wooden structure with a thatched door. The door opens and the islanders toss you inside.

------------- Press space bar to continue -----------------

[more]
You are completely alone inside the Tiki Room. Music begins to play. Colorful birds sitting in a basket are lowered from the ceiling. The birds recite ritual incantations, potted flowers sing, fountain waters dance. Then there is a roar of thunder. Parts of the walls start moving. Totem masks snap open and closed, while drums pound in frightening rhythmic intensity. You begin to realize that you’re in big trouble.

Desperately you search your brain, trying to think about movies that you’ve seen. You remember “Pirates of the Caribbean” and “The Haunted Mansion”, but did they ever get around to making one about the Tiki Room? How did it end? Wasn’t there a guy named Joe who got thrown into the volcano? No, no, that was a different movie, you tell yourself nervously.

------------- Press space bar to continue -----------------

[more]
With a loud crash, all of the noise and movement comes to a sudden halt. A bright light shines down on you as a high priest in a red and orange fire-mask enters the Tiki Room through a secret side panel. The high priest examines you and what you are carrying. When he sees what is inside your headphones, he breaks into a big smile and steps back, clapping his hands twice. The islanders open the west wall of the Tiki Room, revealing the shimmering lake with the volcano in the distance. You see the stars twinkling above and the reflection of the moon upon the lake.

The high priest takes the headphones away from you and places the headphones reverently in the water. They sink below the surface. After a while the volcano rumbles, but then grows silent. The islanders look worried.

------------- Press space bar to continue -----------------

[more]
The islander who speaks English explains. Apparently the white fish has returned from her travels to take a mate. A mate has been chosen and the white fish is no longer alone, but the fruitfulness of the union has not been blessed by the fire of the volcano. Without the ash of the volcano the buds on the trees do not open their blossoms. Without the flowers to eat, the fish cannot produce offspring. The islander drops his voice to a whisper and tells you that if a way cannot be found to bring back strength to the volcano, the sacred lake may die. “No fish,” he explains sadly.

------------- Press space bar to continue -----------------

We were, of course, told at the vet that the fish needed to go on a long journey across the ocean.

[more]
The headphones float back to the surface, and the high priest takes them from the water. You had expected the headphones to be empty, but inside the headphones you now see two fish! The islanders gasp with excitement as the high priest places the headphones on your head. The islander who speaks English explains to you that the fish have chosen to travel with you, to seek adventure and bring back stories.

Then the high priest says something to you using the ancient language of the volcano. You look at the islander who speaks English, but he says nothing.

Suddenly you hear voices coming from inside your headphones. The fish are translating for you! “The high priest says that you are a friend of the lake, a brother to the volcano. He says that you will help us to awaken the volcano, and that we tiny fish will then help you to complete your own quest. We must travel very far and we must bring a message to the Senders. He says we must bring them the Fourth Book. We nust bring the Fourth Book of the great master who writes no more, the one who knows the answer.”

“What is the answer?” you ask the fish, but the fish remain silent. Apparently they are well equipped to do translating work, but it is not in their nature to carry on conversations of their own. “What is the answer?” you cry to the high priest, but he does not understand any English.

The islanders escort you back to the beach where you first landed. They leave you on the beach and go back into the vegetation, disappearing from your sight. But the islander who speaks English whispers something in your ear before departing.

------------- Press space bar to continue -----------------

[more]
“42,” the islander says. “The answer is 42.” And then he is gone.

TROPICAL ISLAND BEACH

You see Clark Kent here. He’s sitting on a coconut, looking forlorn. He looks at your Superman costume with longing.

The ocean lies to the east, and a shadowy path leads west through lush vegetation.

Wait, a fish that translates for us and “42”?

Is this whole thing just one long Douglas adams reference?

Those of you paying attention will know that we did in fact see one of his books on sale in the store earlier. So we do need to go get that, though there is the question of what to do with it. It sounds like it’ll be more elaborate than just bringing it back here, though.

(Part XV, continued from the island beach)

I’m curious, so:

>GIVE COSTUME TO KENT
You’d need to take off the Superman costume first.

>FLY
You stretch your arms in front of you and push off the ground. You’re flying, just like Superman!

You fly over the ocean, headed back the way you came. After a while stars fade and the sun begins to rise in the east. You continue flying until you return to the beach where you left the phone booth.

BEACH

Just as well we didn’t give up our costume, since (if i understood that long dialog above) we do need to come back to the island and do something to the volcano, and we have no other way of getting back here unless a second costume materializes like the first one did.

>E

PHONE BOOTH, at the beach

>PRESS “9”
You pick up the receiver.

You press “9”.

You hear the sound of a motor grinding, the door slams closed, and the phone booth suddenly rises upwards very quickly, flying high into the air.

The telephone voice tells you, “Estimated travel time for this 950 mile trip is nineteen minutes, using accelerated travel speed.”

The phone booth flies east. After about nineteen minutes of flying it drops down through an opening Martin’s roof and comes to an abrupt halt in the pantry. The phone booth door opens.

PHONE BOOTH, in the pantry

You see the kitchen to the east.

Okay, what now? I think next we’ll get our smaller friend to see if he can help us get the broccoli out.

>E

You drop the receiver.

KITCHEN

You see a phone bill, a short brown sock, a short black sock, “Go Dog Go”, “The Bedtime Story Book”, a short blue sock, “The Boy Who Had No Words”, a long black sock, a bath robe, and a rubber duckie here.

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

Agador-Spartacus crawls out from under the kitchen sink. The sink cabinet doors swing shut.

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

>S

The blue birds suddenly become alive. They fly off of the china cabinet doors and begin to flit about, making you feel as if you should sing “Zip-A-Dee-Doo-Dah”. Then the blue birds land back on the china cabinet doors and grow still.

DINING ROOM (by the china cabinet)

Agador-Spartacus enters the dining room by the china cabinet from the kitchen.

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

The dog does happen to follow us on our way, just by chance.

>S

DINING ROOM (by the north end of the table)

Agador-Spartacus enters the dining room by the north end of the table from the dining room by the china cabinet.

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

>W

DINING ROOM (by the west end of the table)

Agador-Spartacus enters the dining room by the west end of the table from the dining room by the north end of the table.

>W
You go through the strands of beads.

LIVING ROOM (front half)

>N

LIVING ROOM (back half)

Agador-Spartacus enters the back half of the living room from the front half of the living room.

>DROP DUCKIE
The rubber duckie lands with a squeak. The rubber duckie is now on the floor.

Slinky comes out from behind the bookcases.

Agador-Spartacus leaves the back half of the living room going north, headed for the west part of the courtyard.

Slinky tries to push the rubber duckie behind the bookcases, but the rubber duckie won’t fit.

>GET SLINKY
Your arms are getting full, but a little rearranging lets you take him anyway. You take Slinky.

You see Agador-Spartacus in the west part of the courtyard. He’s wagging his tail.

While i’m here, let’s go deal with that trunk in the attic.

>W

DANCE STUDIO

>DROP ALL
twenty dollar bill: The twenty dollar bill is now on the floor.
…[several objects later]
Slinky:

Slinky is now on the floor.

Slinky scurries off, disappearing from your sight. You have no doubt that he will be able to find his way back to the bookcases in the living room.

>GET CANDLE
You take the green candle.

>GET RACK
You take the coat rack.

>DANCE WITH RACK
You begin dancing, spinning gracefully about with the coat rack as your partner. You almost feel as if you’re in a Fred Astaire movie.

Looking in the mirror you see that you indeed look just like Fred Astaire! With renewed confidence you dance on the walls, you dance on the mirror, and you dance on the ceiling.

As you dance across the ceiling you slip through the open skylight, which causes the coat rack to clatter to the floor of the dance studio…

------------- Press space bar to continue -----------------

[more]
ATTIC

The only entrance to the attic is the skylight in the floor, which is currently open. You could jump down to get to the dance studio from here. It occurs to you that it’s rather odd to find a skylight leading to an attic instead of leading to the open sky, but then again it occurs to you that many things about this house are rather odd.

The attic is filled with stacks of old objects. Your eye is particularly drawn to an old black trunk and a statue of an elephant.

You see a walk-in wardrobe to the east, which appears to be filled with stage costumes.

On the black trunk you see a bottle of hair conditioner and a plucked rose.

>PUT GREEN CANDLE ON TRUNK
Which trunk do you mean, the black trunk, or the white trunk?

>BLACK
The green candle is now on the black trunk. The green latch pops open.

>OPEN TRUNK
You open the trunk.

A bottle of hair conditioner, a plucked rose, and a green candle fall to the floor.

In the trunk you see a top hat, a fan, and a copper key.

>GET ALL
bottle of hair conditioner: You take the bottle of hair conditioner.
plucked rose: You take the plucked rose.
green candle: You take the green candle.
top hat: You take the top hat out of the trunk.
fan: You take the fan out of the trunk.
copper key: You take the copper key out of the trunk.

>X HAT
The top hat is made of silk. It looks fairly old.

>WEAR HAT
You put on the top hat.

>X FAN
It’s a Japanese folding fan. The paper is yellowed, and smells like an aged memory. The fan is currently closed.

>OPEN IT
The fan is now open.

>X FAN
It’s a Japanese folding fan. The paper is yellowed, and smells like an aged memory. On this side of the fan you see a water color painting that shows the reflection of the rising sun upon ripples of dark water. With simple brush strokes, the artist has captured the interaction between the sun and the water without explicitly painting either one.

>X COPPER KEY
The copper key is smaller than a house key, it looks more like the type of key that would fit in a filing cabinet or a padlock.

I can’t think of immediate uses for any of this - there’s no locked cabinet that I can remember, and the only padlock I think I’ve seen is the rusted one in the courtyard, which is called out as useless(I tried, we still can’t open it with this new key). Hmmm.

>D

DANCE STUDIO

You see a twenty dollar bill, a small Phillips screwdriver, a hippo magnet, a red rubber ball, a brass token, a dog whistle, a pocket watch, a pair of brown shoes, a large towel, an audio cassette with a red label, an audio cassette with a green label, a mug of black coffee, some brightly colored machine tools, some ballet slippers, a loose stone, a five dollar bill, and a coat rack here.

>GET ALL BUT RACK
twenty dollar bill: You take the twenty dollar bill.
[several objects omitted for space]
five dollar bill: Your arms are getting full, but a little rearranging lets you take it anyway. You take the five dollar bill.

>E

LIVING ROOM (back half)

We are, in fact currently at our inventory limit, but that can be solved easily enough by discarding something I think we’re done with:

>DROP SLIPPERS
The ballet slippers are now on the floor.

>SQUEEZE DUCKIE
The rubber duckie squeaks.

Slinky comes out from behind the bookcases.

Slinky tries to push the rubber duckie behind the bookcases, but the rubber duckie won’t fit.

>GET SLINKY
Your arms are getting full, but a little rearranging lets you take him anyway. You take Slinky.

We retract our steps back to the booth:

PHONE BOOTH, in the pantry

>PRESS “7”
You pick up the receiver.

You press “7”.

The computerized voice goes on to tell you
Please specify the destination to which you would like to be moved…
Press “1” to go to the zoo.
Press “2” to go to the beach.
Press “3” to go to work.
Press “4” to go to the store.
Press “5” to go to the veterinarian’s office.
Press “6” to visit Mom.
All other options will return you to the main menu. Please be advised that the previously mentioned destinations can be reached only through the Phantom Phone Booth object-oriented navigational system.

>PRESS “4”
You press “4”.

You hear the sound of a motor grinding, the door slams closed, and the phone booth suddenly rises upwards very quickly. It passes the second floor landing and goes through the roof, flying high into the air.

The telephone voice tells you, “Estimated travel time for this six mile trip is three minutes, using standard travel speed.”

The phone booth flies northwest. After about three minutes of flying it sets itself down. The phone booth door pops open.

PHONE BOOTH, in the WalMart parking lot

You see the WalMart parking lot to the east.

>E

You drop the receiver.

WALMART PARKING LOT

>N
You walk north and enter Takamine’s General Store.

FIRST LEVEL

A large selection of crystals and chains hangs from the ceiling. In the center of the room is a statue of a warrior king with a rather menacing expression on his face. On the east wall is a stone table with a large book upon it.

To the south is the store entrance, leading out to the parking lot. Two foo dog statues stand on either side of the entrance.

An open panel to the north reveals an elevator.

An open panel to the east reveals a stone staircase leading upwards.

In the small indentation you see a pebble.

You see a bowl of rice porridge containing a spoon here.

We left the elevator here last time, which is quite convenient.

>N

ELEVATOR

>PRESS RECTANGLE
You push the tall brown rectangle. The panel to the south closes, and the elevator rises. Then the panel to the south opens, revealing the Fifth Level.

>S

FIFTH LEVEL

>GET BROCCOLI
You can’t reach the broccoli that’s in the barrel.

>PUT SLINKY IN BARREL
Small animals are generally uncooperative regarding being put inside of things. But if you want to put Slinky on the floor just say so.

>DROP SLINKY

Slinky is now on the floor.

Slinky sniffs the air and recognizes the smell. Apparently he’s been here before and he knows exactly what to do.

The ferret disappears into the hole in the broccoli barrel. After a while he comes back out carrying a large piece of broccoli.

Slinky is not particularly eager to give up the piece of broccoli, but after you pick him up and explain the situation to him, he lets go of the broccoli. Slinky doesn’t actually understand anything you said to him, but he decides to help you anyway because you remind him of Martin. Besides, stealing broccoli is LOTS of fun.

Slinky clearly needs a pair of headphones with fish stuck in them.

>X BROCCOLI
It’s a large piece of broccoli. If you break it you could get a small broccoli sprig as well.

>N

ELEVATOR

>PRESS SQUARE
You push the yellow square. The panel to the south closes, and the elevator drops. Then the panel to the south opens, revealing the First Level.

>S

FIRST LEVEL

>S

WALMART PARKING LOT

>W

PHONE BOOTH, in the WalMart parking lot

>PRESS “9”
You pick up the receiver.

You press “9”.

You hear the sound of a motor grinding, the door slams closed, and the phone booth suddenly rises upwards very quickly, flying high into the air.

The telephone voice tells you, “Estimated travel time for this six mile trip is three minutes, using standard travel speed.”

The phone booth flies southeast. After about three minutes of flying it drops down through an opening Martin’s roof and comes to an abrupt halt in the pantry. The phone booth door opens.

PHONE BOOTH, in the pantry

You see the kitchen to the east.

>E

You drop the receiver.

KITCHEN

>DROP SLINKY

Slinky is now on the floor.

Slinky scurries off, disappearing from your sight. You have no doubt that he will be able to find his way back to the bookcases in the living room.

Agador-Spartacus sits down.

I was fully prepared to save and close here, but remembered just in time the other thing I wanted to get from the store. Let’s go buy that now.

>W

PHONE BOOTH, in the pantry

>PRESS “7”
You pick up the receiver.

You press “7”.

You see Agador-Spartacus in the kitchen. He’s sitting down.

The computerized voice goes on to tell you
Please specify the destination to which you would like to be moved…
Press “1” to go to the zoo.
Press “2” to go to the beach.
Press “3” to go to work.
Press “4” to go to the store.
Press “5” to go to the veterinarian’s office.
Press “6” to visit Mom.
All other options will return you to the main menu. Please be advised that the previously mentioned destinations can be reached only through the Phantom Phone Booth object-oriented navigational system.

>PRESS “4”
You press “4”.

You hear the sound of a motor grinding, the door slams closed, and the phone booth suddenly rises upwards very quickly. It passes the second floor landing and goes through the roof, flying high into the air.

The telephone voice tells you, “Estimated travel time for this six mile trip is three minutes, using standard travel speed.”

The phone booth flies northwest. After about three minutes of flying it sets itself down. The phone booth door pops open.

PHONE BOOTH, in the WalMart parking lot

You see the WalMart parking lot to the east.

>E

You drop the receiver.

WALMART PARKING LOT

>N
You walk north and enter Takamine’s General Store.

FIRST LEVEL

>U
You climb the stone staircase. It leads you upwards in a spiral to the Second Level.

SECOND LEVEL

>GET SO LONG
You’re carrying too much. Perhaps you could put something in your pocket.

>DROP TOKEN
The brass token is now on the floor.

This we got at the vet, and it appears to be an alternate way to pay for the trip in the city (where we got the tap shoes). I don’t think there’s much use for it otherwise, so it’s okay to discard for now.

>GET SO LONG
Your arms are getting full, but a little rearranging lets you take it anyway. You take “So Long and Thanks for All the Fish” off of the shelving.

>X IT
It’s a book by Douglas Adams, entitled “So Long and Thanks for All the Fish”. Apparently this is the fourth book in the “Hitchhiker’s Guide to the Galaxy” trilogy. It occurs to you that publishing the fourth book of a trilogy must be the toungue-in-cheek behavior of someone with a fantastic imagination and an audacious taste for the bizarre.

It costs $5.

Fourth book, yep, exactly what we need!

>D
You climb down the stone staircase to the First Level.

FIRST LEVEL

>PUT FIVE IN EAST DOG
The five dollar bill is now in the east foo dog’s mouth.

>S
The east foo dog closes his mouth. When he opens it again the money is gone. “Mu-u-u!!”

------------- Press space bar to continue -----------------

[more]
You continue leaving the store.

WALMART PARKING LOT

>W

PHONE BOOTH, in the WalMart parking lot

>PRESS “9”
You pick up the receiver.

You press “9”.

You hear the sound of a motor grinding, the door slams closed, and the phone booth suddenly rises upwards very quickly, flying high into the air.

The telephone voice tells you, “Estimated travel time for this six mile trip is three minutes, using standard travel speed.”

The phone booth flies southeast. After about three minutes of flying it drops down through an opening Martin’s roof and comes to an abrupt halt in the pantry. The phone booth door opens.

PHONE BOOTH, in the pantry

You see the kitchen to the east.

>E

You drop the receiver.

KITCHEN

And that, I feel, is a good place to leave things while we ponder what to do with our new book.

>I
You are carrying:
some khaki trousers (being worn)
trouser pockets
a gold key
an envelope
a yellow feather
a nickel
a store receipt
a flannel shirt (being worn)
a security badge (being worn)
a pair of white tap shoes (being worn)
two short white socks (being worn)
a lab coat (being worn)
some goggles (being worn)
a optical filter
some headphones (being worn)
a bottle of hair conditioner
a plucked rose
a green candle
a top hat (being worn)
a fan
a copper key
a twenty dollar bill
a small Phillips screwdriver
a hippo magnet
a red rubber ball
a dog whistle
a pocket watch
a pair of brown shoes
a large towel
an audio cassette with a red label
an audio cassette with a green label
a mug
some black coffee
some brightly colored machine tools
a loose stone
a large piece of broccoli
“So Long and Thanks for All the Fish”

Agador-Spartacus pushes the sink cabinet doors open with his nose and crawls under the kitchen sink. The sink doors swing shut.

>SCORE
Score: 180 out of 360 Turns: 3134 Menu: Whatever

Guys it is now official. We made it to the halfway mark!

What new puzzles and references will we find in the back half? What exactly is our (unsuspected until now) larger role in Martin’s story? What is the meaning behind those nauseating feelings we’ve experienced three times now? And where exactly is Martin himself in all this?

These questions will, hopefully, be answered in the coming weeks. We hope you’ve enjoyed the thread so far, and do stay tuned!

4 Likes

Less puzzle solving this time, but a couple of important moments.

I’ll have to think of what to do with the book. Or the broccoli, which is important because we know Martin’s father was researching something and used broccoli when testing.

But I have one thing I do want to do first next time. In the garden, we couldn’t reach something, but were told we could stand on a chair to reach it. We’ll be trying that first thing next time.

(Oh, yes, and more watch stuff. I forgot to do it this time. Oops.)

1 Like

When they oxidize, iron turns red, copper turns green, and lead turns black. I can’t think of any association between mercury/yellow or tin/blue though. Isaac Newton specifically wanted there to be seven primary colors for alchemical reasons—that’s why we teach kids about the color “indigo” in kindergarten and then proceed to never use it again for the rest of our lives—which would mean each one goes with a planet and a metal, but I don’t know if he had specific associations between them. (And that wouldn’t include silver, gold, or black.)

Anyway, does the rose produce the same effect as the daisy? What if they’re both in the vase at the same time?

I don’t think I could stand upright in a phone booth for nineteen minutes. Too claustrophobic.

I was about to say, would that be So Long and Thanks for All the Fish?

What if we SMELL FAN?

Well, when the game is telling us explicitly to BREAK BROCCOLI, I suppose we must!

2 Likes

You might want to take note of the last sentence, because this scene only happens once.

1 Like

I am deeply impressed by how you’ve been doing with this game - I had to use the walkthrough a lot. The one part of my progress that I was most proud of, though, was cracking the code of Rachel’s mural - but my solution to it was way more convoluted, if I recall correctly - I think I looked at the order of the coloured rings on the dresser and didn’t think of the days of the week.

I have returned!

Real life, and me getting distracted by other things, has gotten in the way, plus me getting to halfway (in terms of points, with these games you never know how reliable a metric that is in terms of time spent) felt like a good place to stop and think about where we are, and what still needs to be done. Fortunately we sitll have a few puzzle chains open to us.

I just tried this - putting both the rose and daisy in moves it from gold to silver.

There were a whole bunch more flowers in the gardern. I suspect that putting more in will keep it moving along, but don’t really want to test that immediately. Althogh, I do plan to head for the garden first thing next update (coming hopefully tomorrow).

>SMELL FAN
The fan smells like an aged memory. It makes your nose tingle.

3 Likes

I would like to warn the thread…

There is a *lot* of backstory in the next update. Some of which I’m still thinking through the implications of.

Those of you who’ve played before may well already know what I have discovered.

Coming later today:

Part XVI: Martin’s Last Message

3 Likes

I forget at exactly what point everything gets explained, but I’ve been very much aware that you’ve been drawing close to a couple of things which unlock significant chunks of the story.

Do you know why Martin has disappeared yet?

I have a pretty good idea now!

Part XVI: Martin’s Last Message

Our last escapade saw us take a trip to a remote island somewhere in the South Pacific, where we were given a quest to fetch a douglas Adams novel. However, this time we’ll be putting that plot line on hold (as much as I’m anticipating the payoff to that sequence) and do one other thing which I know how to do.

But first: More watch fun. This is the 8:00 hour, which is more music. If 4:00 was more modern/pop songs and 5:00 was classical hour, 8:00 appears to be jazz time.

8:00:

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

8:04:

Music begins to play. You hear Dave Brubek. They’re playing “Take Five”.
8:08:

Music begins to play. You hear the blues ballad “Supper Time”. Ella Fitzgerald wails: "I should set the table, 'cause it’s supper time… somehow I’m not able, ‘cause that man of mine… ain’t comin’ home no more… "

8:12:

Music begins to play. You hear the song “Sweet Georgia Brown”. “Georgia claimed her, Georgia named her, Sweet Georgia Brown!”

8:16:

Music begins to play. You hear Glenn Miller. They’re doing “In the Mood”.

8:20:

Music begins to play. You hear Pearl Bailey. She’s singing “Ain’t She sweet”.

8:24:

Music begins to play. You hear Dizzy Gillespie. "Salt Peanuts! Salt Peanuts!”

8:28:

Music begins to play. You hear Fats Domino. He’s singing “Blueberry Hill”.

8:32:

Music begins to play. You hear Herb Alpert and “The Tijuana Brass”.

8:36:

Music begins to play. You hear Benny Goodman playing “How High The Moon”.

8:40:

Music begins to play. You hear the Jimmy Dorsey Orchestra. They’re playing “Tangerine”.

8:44:

Music begins to play. You hear Scott Joplin’s piano rag from “The Sting”.

8:48:

Music begins to play. You hear Chick Webb. They’re doing “Stomping at The Savoy”.

8:52:

Music begins to play. You hear George Gershwin. It’s “Rhapsody in Blue”.

8:56:

Music begins to play. You hear Lionel Hampton playing the vibraphone.

I’m not spotting any game clues, but you never know. The 9 hour (with the train) is probably quite complex, so I may finish the 10 and 11 hours before coming back to 1 and 9.

>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.

Let’s try something suggested in the thread:

>SMELL FAN
The fan smells like an aged memory. It makes your nose tingle.

This is going to become extremely relevant in a moment.

>X BROCCOLI
It’s a large piece of broccoli. If you break it you could get a small broccoli sprig as well.

>BREAK IT
You break the large piece of broccoli. Now there is a small broccoli sprig too.

>X SPRIG
It’s a small sprig of broccoli.

Okay, let’s get moving. A few updates ago, we found something we couldn’t reach, but the game suggested we could stand on a chair to reach it. In fact, there is a desk chair in the living room:

>S

The blue birds suddenly become alive. They fly off of the china cabinet doors and begin to flit about, making you feel as if you should sing “Zip-A-Dee-Doo-Dah”. Then the blue birds land back on the china cabinet doors and grow still.

DINING ROOM (by the china cabinet)

>W

DINING ROOM (by the west end of the table)

>W
You go through the strands of beads.

LIVING ROOM (front half)

>N

LIVING ROOM (back half)

On the music stand you see some sheet music.

You see six empty boxes, five ordinary cans of spam, a fake can of spam, a small phone book, a large stack of catalogs, a large phone book, a rubber duckie, and some ballet slippers here.

>DROP ALL
bottle of hair conditioner: The bottle of hair conditioner is now on the floor.
green candle: The green candle is now on the floor.
fan: The fan is now on the floor.
copper key: The copper key is now on the floor.

Slinky comes out from behind the bookcases.

Slinky grabs the copper key. He takes it back behind the bookcases.
[several more objects omitted, some with the same thing happening]

Oops, right. The chair is heavy, so I figured I’d just dump my whole inventory. I forgot this is not the best place to do it. Fortunately, anywhere else is just fine and we won’t lose any items to the ferret (though I think we can use the same trick as we did before to get them back anyway). Anyway, i undo.

>N

WEST COURTYARD

>DROP ALL
bottle of hair conditioner: The bottle of hair conditioner is now on the ground.
green candle: The green candle is now on the ground.
[…]
small broccoli sprig: The small broccoli sprig is now on the ground.

>S

LIVING ROOM (back half)

>GET CHAIR
You take the desk chair.

>W

DANCE STUDIO

Now, what was that dance move again?

>FLAP
FL-AP!

>SHUFFLE
SHUF-FLE!

>HOP
HOP!

You’ve done a Shuffle-Off-To-Buffalo: flap, shuffle, hop.

Something is happening to the floor. A large parquet square is slowly rising until it is slightly higher that the rest of the floor. Then the square begins to rotate sideways, sliding to reveal a large square hole in the floor.

It’s a secret trap door! You see stairs leading downwards.

>L

DANCE STUDIO

The dance studio is quite large. It occurs to you that Martin’s mother may have used this room to give dance lessons years ago.

The north wall is completely covered by a huge mirror.

The floor is magnificent, with beautifully grained wood squares arranged in a parquet pattern. The wood of the floor has many different shades, both light and dark. In the center of the floor you see a large square hole. Stairs lead downward. Near the west wall you see two indentations in the floor.

A hook is on the west wall.

A long shelf runs along the south wall.

To the east you see the back half of the living room.

You see a coat rack here.

Notice that the exit back to the living room didn’t close up like it did the first time we did this. That’s certainly convenient for me!

>D

TUNNEL (south end)

You find yourself inside a small underground tunnel. The tunnel extends northward for a short distance. At the other end of the tunnel you see some white stairs going up.

On this end of the tunnel, black stairs lead upwards to a large square hole in the floor above.

>N

TUNNEL (north end)

You find yourself inside a small underground tunnel. The tunnel extends southward for a short distance. At the other end of the tunnel you see some black stairs going up.

On this end of the tunnel, white stairs lead upwards to a trapdoor that is currently closed. However, it looks like you could open it by pushing up on the trap door.

>OPEN TRAPDOOR
The trapdoor is now open.

>U

GAZEBO

You are in a gazebo in the center of a secret garden, the beauty of which takes your breath away.

A yellow brick road begins inside the gazebo and then spirals outward counterclockwise. It goes around the garden several times as the spiral gets bigger, until it finally leaves the garden through a round red door in the north wall. The ground surrounding the gazebo and the yellow brick road is completely filled with flowers and lush greenery growing in rich dark soil.

The gazebo is painted white. Hanging from a large hook at the top of the gazebo is a basket containing a pot of gardenias supported by a macrame strap.

The secret garden is surrounded by walls in all four directions. The center of the garden is right here, and you can also go to the north, south, east, or west wall. To the west you see a fountain. There is a trapdoor here, which is currently open. Stairs lead downward.

Your nose itches.

The trapdoor slams shut.

What was that about our nose itching? Didn’t we just get a similar message with that fan? We’ll have to investigate further. But first, the task at hand.

>DROP CHAIR
The desk chair is now on the yellow brick road.

>STAND ON CHAIR
You’re now standing on the desk chair.

>GET BASKET
The basket is currently tied to the macrame strap. If you want to take the basket, either untie it from the macrame strap or else just take the macrame strap.

>GET STRAP
You take the macrame strap off of the gazebo hook.

>X BASKET
The basket is loosely woven with small open spaces between the fronds. Both ends of the macrame strap are tied to the edges of the basket through the open spaces. Inside the basket is a ceramic pot filled with gardenias.

>X POT
The ceramic pot is filled with white gardenias.

The pot appears to have some designs painted on it but you can’t see them very well when the pot is in the basket.

>GET POT
You take the pot of gardenias out of the basket.

>X POT
The ceramic pot is filled with white gardenias.

The pot is mostly golden brown in color, painted with designs in black, yellow, turquoise, white, and red. The designs are abstract but you recognize the style as being southwestern native American.

>X STRAP
The macrame strap is made of five rope cords that have been woven and knotted together in an intricate pattern. All of the cords have the somewhat colorless look of natural rope fiber.

Both ends of the macrame strap are tied to the basket. The ends of the strap hang down about an arm’s length away from the center of the strap. You can see that if it weren’t doubled over this way, the length of the macrame strap would be about twice as long.

Now, I wonder what we can use this for. Wait, wasn’t there something we explicitly had no way to reach before?

>D
You’re no longer on the desk chair.

>OPEN TRAPDOOR
The trapdoor is now open.

>D

TUNNEL (north end)

>S

TUNNEL (south end)

>U

DANCE STUDIO

>E

LIVING ROOM (back half)

>N

WEST COURTYARD

>GET ALL
bottle of hair conditioner: You take the bottle of hair conditioner.
green candle: You take the green candle.
[…]
pocket watch: Your arms are getting full, but a little rearranging lets you take it anyway. You take the pocket watch.
small broccoli sprig: You’re carrying too much. Perhaps you could put something in your pocket.

>S

LIVING ROOM (back half)

>DROP BROWN SHOE
The brown shoes are now on the floor.

These are the shoes we started the game with. I assume they’re mostly useless for now.

>N

WEST COURTYARD

You see a small broccoli sprig here.

>GET ALL
small broccoli sprig: Your arms are getting full, but a little rearranging lets you take it anyway. You take the small broccoli sprig.

>S

LIVING ROOM (back half)

Anyway, let’s go back to the garden and see if that fan is useful. Retracing our steps again:

GAZEBO

Your nose itches.

You see a desk chair here.

The trapdoor slams shut.

>X FAN
It’s a Japanese folding fan. The paper is yellowed, and smells like an aged memory. On this side of the fan you see a water color painting that shows the reflection of the rising sun upon ripples of dark water. With simple brush strokes, the artist has captured the interaction between the sun and the water without explicitly painting either one.

>SMELL FAN
The fan smells like an aged memory. It makes your nose tingle.

>OPEN FAN
The fan is already open.

>WAVE FAN
You wave the fan. As the fan flutters in front of your face, you feel yourself being somewhat hypnotized by the rippled reflection of the rising sun on the dark water. Holding the fan near to your face you inhale deeply. Your nose tingles, and you feel as if your sense of smell is being enhanced by the fan.

Filtered through the fan, the smell of the roses in the garden plunges you into a memory. But the memory is not your own! The memory revealed by the rising sun belongs to Martin’s mother Raina.

------------- Press space bar to continue -----------------

And so, the story dumps I promised begin.

[more]
Raina drops her suitcase as soon as she walks in the front door. The house smells like flowers, and looking around she can see why – her husband has placed a crystal vase of roses on the piano and sprinkled rose petals all over the living room floor. She looks so young, you think, probably in her late twenties.

Viktor enters the room and strides over to greet Raina with a kiss. “Welcome home, sweetie,” he tells her. “I have a surprise for you.”

Viktor goes over to the piano and sits down. He begins to play, an original composition that he has written especially for her. The music is hot and jazzy, accompanied by a display of colored lighting dancing across the walls of the living room. A newly installed model train enters the room bringing a tray with two glasses of champagne. Raina grabs a rose and begins to dance, holding the rose in her teeth.

As the song ends, Raina throws the rose across the floor and pulls Viktor to his feet. They dance together while Viktor whistles a variation on the music that he had been playing at the piano.

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[more]
After a time Viktor leads their dancing into the front half of the living room. Laughing and holding on to each other, they fall onto the sofa. But suddenly Raina stops laughing, her face serious.

“Viktor, I’ve decided not to go to any more out-of-town auditions.”

He looks concerned. “That bad? What happened this time?”

“Just the usual. I’m too short for Vegas dancing leads and I was born in the wrong generation to be in the chorus of a Fred Astaire movie. Hollywood doesn’t do many musicals anymore. And nobody wants a song-and-dance girl with a face that’s too authentically native American.”

“Maybe I could call up Walt Disney and talk him into doing a stage version of the Pochahontas story. I love your face,” he tells her, kissing her nose.

“Disney and live stage theatre! That’s certainly a contradiction in terms, it’s as ridiculous as Time Square without porno shops. If you make suggestions like that they’ll think you’re a raving lunatic!” Raina protests, but Viktor privately resolves to write a letter suggesting it anyway. It wouldn’t be the first time that people thought he was a crackpot.

“And by the way, Viktor, I love YOUR face too. And that brings me to the most important reason as to why I want to stop looking for a paying gig that takes me out of town. I love this house and I love you and I want to be with you every night. And now that you’ve landed a job teaching at the Sycamore Creek Boys Academy, someone needs to be here to take care of our baby.”

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[more]
“Baby? Did you say baby? You can’t be pregnant already, you just got back from L.A. Although I do admit to having some pretty realistic dreams while you were gone. This sofa must be a dream couch, because whenever I look at your picture right before I take a nap I always have racy dreams.”

“Silly! I’m not pregnant yet, I just have a good feeling about tonight.”

“You’re feeling pretty good to me right now…” he says under his breath as his hand moves up from her waist and his kisses move down from her forehead towards her left ear.

She laughs, a beautiful, musical laugh that fills the room. “Viktor, I’m serious. You know my father says I inherited my intuition from my grandmother.”

“Can we talk about your father and your grandmother tomorrow? I’m busy trying to seduce you so we can get started on this baby idea.”

Raina pauses for a moment, gathering her courage for what she is about to say next. “Speaking of my intuition, I was thinking that maybe we should convert your laboratory into a nursery. Or maybe into a dance studio so that I could start a dance school and bring in some extra money. We could do shows at the community center.”

Viktor suddenly pulls away, his face serious. He looks at her with his stern schoolmaster expression. “Raina, I need the lab for my research. You know that they don’t have any observatory facilities at the Academy. A nursery and a dance studio is no problem, we can ask your brother and his construction crew to build some extra rooms onto the house, maybe a second floor. God knows they could use the work considering his reputation for building ridiculously impractical secret entrances to every room that anyone lets him design. Now stop making excuses and tell me what the hell my lab has to do with your intuition.”

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[more]
Raina’s face turns pale and her voice drops into a whisper, almost as if she is afraid that by speaking her fears she might empower them into becoming real. “I have a bad feeling about what you’re doing in there. How do you know it’s not dangerous to try to send signals to extraterrestrials?”

“Raina.” His voice sounds tired and disapproving, disappointed in her. Viktor stands up and turns, stepping away from her. Raina gets to her feet and prepares to follow him, her face now filled with fire and determination. The words have been spoken, there’s no way to take them back. Now she knows she must fight for this man, she must convince him of what she knows to be the truth.

But unexpectedly he turns back to face her, his hazel eyes suddenly soft and gentle as they look into the fierceness of her own dark brown gaze.

“Raina. Look at me. There’s no danger here except in your imagination, but even if there were it wouldn’t matter. Even if I had to give my life for it I couldn’t stop. Teaching is a job, but research is my passion.”

Her words lash out at him. “I thought your passion was me!” And this time it is she who turns to walk away. But his arms quickly enfold her and she can’t help leaning back against him as her eyes squeeze shut and fat tears streak down her beautiful face.

And then he speaks. “You’ve always been my passion and you always will be. But I can’t stop exploring. Science is what I do. It’s who I am.”

She knows that this, too, is the truth.

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[more]
Bitterly Raina tells herself that there is a time and a place for grieving and that therefore she shouldn’t start crying now. But this thought frightens her so deeply that she turns and buries her face in his chest, holding him tightly as if her world is ending.

And then, somehow, she forces herself to loosen her grip and put aside her dread. She resolves to live the life she was meant to live, to stand beside him and find joy in whatever time they might have together, no matter how long or how short that time might turn out to be.

“Can we ask my brother to build a secret garden?” she asks, trying to keep her voice as simple as a child of innocence. “I’ve always wanted a secret garden,” she sighs wistfully.

“Of course you want a secret garden. Your brother will love that, we’ll keep him so busy working on renovations that he won’t have time to eat any sacred mushrooms.” Viktor braces himself to receive a playful slap from Raina but she gives him an elbow in his ribs instead.

“You’ve been reading too much Carlos Castaneda, white boy. My people don’t pick mushrooms, we just buy organic broccoli from Takamine’s General Store.”

“I hate broccoli,” Viktor says, getting in the last word before drawing her into deep kiss.

And so their son Martin is conceived, in a union of strength, courage, joy, and most of all, love.

------------- Press space bar to continue -----------------

[more]
Before Raina’s memory slips away from you, you hear a low rumble of thunder and the sound of the wind whistling through the open sliding glass door. The wind circles twice around the untouched glasses of champagne and begins to circle around Viktor and Raina. The wind moves faster and faster, almost as if it is drawing its strength from the bond between the two lovers. Then the air grows still.

You reach out to touch the power of the wind but it is gone. You feel a sense of loss, as if you have missed an opportunity to make contact with something important.

As the memory ends, the fan turns in your hand. The other side is facing you now.

I do hope that last bit doesn’t mean I had one chance only to somehow influence an event right there.

Still, that’s a lot - and we get important clues into Martin’s family. Of course, we do know that his father did die after doing that research, but that was some years later. (I’m going to be having to note down a complete timeline of all this, huh?)

Also, nice to see the house was always just as weird as we’re finding it.

Probably an important thing, in terms of game play, is that we saw the train set deliver drinks. This suggests they’re all related - we can prepare food with the watch options in the 1:00 hour, and then move it anywhere the train can go with 9:00 (and probably other times).

Anyway, if there’s another side, can we do it again?

>WAVE FAN
You wave the fan. As the fan flutters in front of your face, you feel yourself being somewhat hypnotized by the rippled reflection of the moon and stars on the dark water. Holding the fan near to your face you inhale deeply. Your nose tingles, and you feel as if your sense of smell is being enhanced by the fan.

Filtered through the fan, the smell of the roses in the garden plunges you into a memory. But the memory is not your own! The memory revealed by the moon and stars belongs to Julie Takamine, who looks to be about twelve or thirteen years old.

------------- Press space bar to continue -----------------

[more]
Julie is standing stiffly next to her father in the living room of Martin’s house. The large flower arrangement on the piano smells strongly of roses and lillies, somewhat overwhelmingly so as it clashes with the various cologne scents brought in by too many formally dressed people in too small of a house.

Martin’s mother, dressed in black, approaches Julie’s father. Mrs. Kessler is carrying a stack of items that includes a large tape recorder, a plastic box filled with blue-labeled audio cassettes, and a Japanese folding fan. Her face is completely expressionless, which frightens Julie. Mrs. Kessler blames my father, Julie thinks to herself with dismay. But surely she knows that the accident wasn’t his fault! Although Julie bristles at the unfairness of the situation, her strong sense of empathy forces her to understand why Mrs. Kessler’s anger and her father’s shame have taken on such unwarranted substance in defiance of logic. The anger and the shame have become linked to their grief, Julie explains to herself. And, Julie thinks, Mrs. Kessler’s grief has used up all of its tears.

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[more]
Mrs. Kessler pushes the stack that she is carrying into Julie’s father’s arms, and in the process, two items clatter to the floor. The face of Julie’s father grows dark and stern. He speaks in Japanese, knowing that Julie will translate for him. “Perhaps when the boy is older he may wish to hear his father’s tapes,” Julie translates carefully.

Mrs. Kessler replies in a slow, harsh whisper, each word filled with unmistakeable intent that needs no translation. “Stay away from my son.”

Using every ounce of restraint available to him, Julie’s fathers nods in acknowledgement to Mrs. Kessler’s wishes. Then he rests the tape recorder and the plastic box on the chair while he bends to retrieve the Japanese fan from the floor. This time he speaks in English as he hands the fan back to Mrs. Kessler.

“This was a gift.” Without another word, Julie’s father takes the other items from the chair and exits through the front door. Julie follows him. As she turns to close the front door she takes one last look at the house that had become like a second home to her.

------------- Press space bar to continue -----------------

[more]
At this point you discover that Julie’s memory, although almost finished, is starting to make you feel ill. You find youself gripped with a sharp pain inside your head and an overwhelming feeling of nausea that forces you to double over. As you struggle to keep mental focus, you remember that before Julie closed the door she saw two ferrets attempting to make off with an audio cassette that had fallen on the floor. Before the ferrets could drag the tape behind the bookcase, a six-year-old Rachel took the tape away from them and slipped it into her pocket. But something is wrong with your memory concerning the label that was on the cassette. You’re fairly certain that it was blue, just like all of the other cassettes in the plastic box. But at the same time you can’t help thinking that you also experienced the possibility that the label on the cassette was NOT blue. A chill goes up your spine as you realize that it could have been yellow.

As the memory ends, the fan snaps shut.

That nausea, again? At least, we seem to have a pattern for what’s happening - every time it happens, it seems there’s some kind of uncertainty, as if we’re unsure which of a number of possibilities is really there, or don’t know for sure what kind of object we would be looking at.

Are we going to have to, in some way, resolve all of these situations (this is the fourth distinct time it’s happened) to win the game?

Anyway, at this point I had been reading through my notes, and remembered this wasn’t the only place our nose itched. It happened somewhere else, too.

>OPEN TRAPDOOR
The trapdoor is now open.

>D

TUNNEL (north end)

The trapdoor slams shut.

>S

TUNNEL (south end)

>U

DANCE STUDIO

>E

LIVING ROOM (back half)

>S

LIVING ROOM (front half)

>W

HALLWAY

>W

BATHROOM

You feel as if you are in a lush rain forest, surrounded by green leaves and warm steamy mist.

The bathtub is filled with brightly colored machine tools.

For some reason the usual bathroom facilities don’t seem out of place here. 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.

The medicine cabinet is open. You see the face of a giraffe in the medicine cabinet. 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.

The fan snaps open.

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

Aha - yes, there it is. And we even get an activation from the fan. We might have two more flashbacks!

>WAVE FAN
You wave the fan. As the fan flutters in front of your face, you feel yourself being somewhat hypnotized by the rippled reflection of the rising sun on the dark water. Holding the fan near to your face you inhale deeply. Your nose tingles, and you feel as if your sense of smell is being enhanced by the fan.

Filtered through the fan, the smell of the soapy bathtub plunges you into a memory. But the memory is not your own! The memory revealed by the rising sun belongs to Martin’s father Viktor.

------------- Press space bar to continue -----------------

[more]
Viktor Kessler, who appears to be in his mid-thirties, is sitting at his desk in the living room and talking into a cassette tape recorder. He’s spent several hours this evening recording the progress of his scientific work, an attempt to contact intelligent life forms that might exist elsewhere in the galaxy.

At first he’d been transmitting mostly mathematics, for everyone agreed that this was the universal language. Then he added some Shakespeare and Beethoven. But lately he’d been toying with the idea of creating transmissions directly from human brain waves. Imagine being able to send out a sampling of human sensory perceptions: sight, sound, smell, taste, and touch!

But he needed help with some aspects of the project, especially the part relating to the electrochemical processes of the brain. It had occured to him to take on a colleague, but so far the only kindred spirit he had found in the area was a man who spoke only Japanese! Jorucho Takamine relied on his wife to translate for him, but Mrs. Takamine had no scientific leanings and was often busy minding their store. Was it possible for the two men to collaborate if they had to rely mostly on formulas and diagrams? While it would be interesting to see if mathematics really WAS the universal language, Viktor suspected that if he and Jorucho decided to work together it wouldn’t be long before they began to learn enough of each other’s languages to get by.

------------- Press space bar to continue -----------------

[more]
Suddenly something squishy hits Viktor on the side of his head. He hears a squeak as it bounces off of him, leaving his cheek smelling of soap and bubble bath and Johnson’s baby shampoo.

As Viktor turns around, his momentary annoyance at having his work interruped dissolves at the sight of his wife holding a naked and wiggling toddler in her arms. Little Martin is giggling uncontrollably and trying to get down to retreive his yellow rubber duckie, which is now on the living room floor after having served the function of drawing his father’s attention away from more serious scientific pursuits.

Raina is giggling too, although she seems to be trying to pretend to be truly annoyed with her husband.

“Viktor!” she scolds, “You put the sheet music in the piano bench again! How am I supposed to fill the bathtub?”

Viktor thinks to himself that this is probably the only household in all of New Mexico where a statement like that would make any sense. How very Kessler! “Did you try singing to the cat?” he asks, realizing that his reply is equally Kessler-esque. “Hearing people sing always makes Paganini want to sharpen his claws.”

Raina understands that whenever the cat sharpens his claws on the piano bench this causes the bench to pop open, but she objects to this suggestion. “It’s a matter of principle! That cat of yours is becoming more finicky every day!” Raina pouts. “He’s always turned his nose up at songs from Broadway shows or the classic movie musicals. But now he’s disdaining to repond even to Gilbert and Sullivan! Light operetta isn’t good enough for him any more, he wants something in German, French, or Italian. I refuse to pander to the musical preferences of a feline opera snob!”

------------- Press space bar to continue -----------------

[more]
Raina puts Martin down, and the boy waddles over to retrieve the yellow rubber duckie.

Viktor takes the opportunity to stand up and put his arms around his wife, suggesting to her that she ask her brother’s construction company to change the bathroom faucets to something more ordinary.

“If I had wanted an ordinary life why would I have married you?” Raina teases, kissing him on the nose. “Besides, my brother and his crew are busy putting in the third bedroom. And I wouldn’t want him to feel that we don’t appreciate his creativity. He put the piano activation in the bathroom plumbing especially for you. He knows that you love to play the piano almost as much as you love to play with unusual gadgets.”

Viktor smiles at Raina and begins to sing “O Sole Mio”. Paganini the cat appears from nowhere and begins howling along in the fine tradition of his pussy-cat ancestors, who for many generations had been born in an opera house in Budapest where Viktor’s grandmother sang mezzo soprano and Viktor’s grandfather, the renowned Jakob Kessler, performed as a violinist.

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[more]
Looking at Paganini, Viktor’s mind begins to wander. He thinks about a story told to him by his father Jozsef, about how Jozsef had smuggled a cat through Immigration when he first came to this country. The clerk at Ellis Island obligingly ignored the meowing coming from his coat in exchange for the diamond that Jozsef’s mother had sewn into the wasteband of his pants. At the time our nervous cat smuggler felt guilty, thinking that his parents would not appreciate his squandering his only family heirloom in a moment of sentimentality over a cat. It seemed that his violinist papa had always disapproved of his son’s choices, including the decision to emigrate to America in order to study with Von Neumann at Princeton.

Being forced to leave everything behind, even his beloved mathematics and physics textbooks, what could have possibly possessed Jozsef to leave Hungary with a cat?

------------- Press space bar to continue -----------------

[more]
It wasn’t until several years later, after he had married and was struggling to support their baby Viktor while teaching at the University of Chicago, that the situation in Europe deteriorated so badly as to force an inversion of perspective concerning the wisdom of his choices. Jozcef always refused to talk about what happened to his parents after 1938 except to say that his love of music was the true family heirloom that he brought with him to America. But he came to feel that his use of his mother’s diamond to save an opera-loving cat had been bizarrely appropriate.

With a sigh as Viktor thinks of the grandparents that he never met, he consoles himself by thinking that his grandparents’ legacy lives on in his own modest attempts at piano composition. It’s not surprising that he’s never had the heart to tell Paganini that for the past four feline generations his ancestors have been born within an hour’s drive from Los Alamos rather than in a Budapest opera house.

After Viktor finishes singing “O Sole Mio”, Paganini scratches at the piano bench leg and the seat pops open. Viktor takes the sheet music out of the piano bench, puts it on the music stand, and sit down to play. The sounds of Handel’s “Water Music” fill the house along with the sound of water pouring into the bathtub.

As the memory ends, the fan turns in your hand. The other side is facing you now.

So, it seems we likely do need to get the piano bench opened after all. (I tried very early on, got a failure message, and never thought about it much since.)

The only cat we’ve seen was hanging out under a car in the store parking lot. However, we can’t do anything to the cat that I’ve tried. Maybe we need to sing to the cat to get it to cooperate, and then take it back to the house?

1 Like

(Apologies, this one was rather awkward to break into two chunks that fit the forum length limit…)

>WAVE FAN
You wave the fan. As the fan flutters in front of your face, you feel yourself being somewhat hypnotized by the rippled reflection of the moon and stars on the dark water. Holding the fan near to your face you inhale deeply. Your nose tingles, and you feel as if your sense of smell is being enhanced by the fan.

Filtered through the fan, the smell of the soapy bathtub plunges you into a memory. But the memory is not your own! The memory revealed by the moon and the stars belongs to two ferrets named Stinky and Twinkie.

------------- Press space bar to continue -----------------

[more]
Twinkie, the white ferret, is the first to notice the squeaky soapy thingy as it hits the floor. Jumping up and down in excitement, she signals the situation to her mate Stinky, who is brown and black and significantly more pungent.

“Oo! Oo! A squeaky soapy thingy!” she says to Stinky using ferret body language.

Stinky agrees that they absolutely MUST add the squeaky soapy thingy to the collection of possessions that they keep behind the bookcase. Both ferrets have been trying to cut back on eating soap ever since that unfortunate incident with the Palmolive Gold, but that doesn’t mean that they can’t have a tiny lick of soap now and then. Besides, the thingy is irresistably SQUEAKY.

Stinky drapes his body over the soapy thingy, contorting his body like a horseshoe. Then he convulses in repeated jumps that push the soapy thingy towards the bookcase while Twinkie darts from side to side giving moral support and an occasional shove with her shoulder, nose, or hip. Before long the soapy thingy is at the entrance to the back of the bookcase, and both ferrets are pushing and squeezing the thingy as they try to get it to fit behind the bookcase.

But then events take an unexpected turn. All of the squeaking involved in trying to get the thingy behind the bookcase has attracted the attention of The Cat.

------------- Press space bar to continue -----------------

[more]
The Cat comes within two ferret-lengths of Stinky and Twinkie before stopping to stare at them. The main problem with The Cat is that it is a cat and is therefore not a ferret. Fortunately The Cat is used having other pets in the house, and until recently there had always been at least two cats and occasionally a dog or a parrot here. But now there is only one cat and two ferrets and The Cat is still trying to figure out what is a ferret.

Since neither The Cat nor the ferrets know what to do when a cat sees a ferret or a ferret sees a cat, The Cat and the ferrets alway freeze whenever they see each other and then neither one is allowed to move. Just stare at each other and don’t move, those are the rules.

Don’t move, thinks Stinky, if you don’t move The Cat can’t see you. Don’t move, thinks Twinkie, The Cat probably wants to go away and do something else but he needs to wait until it is a good time for a cat to leave without anyone thinking that this has anything to do with ferrets. Twinkie is not usually so insightful about practical matters, but her pregnancy has done some odd things to her hormones lately.

------------- Press space bar to continue -----------------

[more]
Fortunately the standoff is broken by The Little Big Guy, who waddles over and squats next to the soapy squeaky thingy. The Cat, trying not to look as relieved as he feels, uses the opportunity to move on and to take his catness somewhere else. This leaves the ferrets to figure out what to do with the Little Big Guy.

Stinky and Twinkie jump excitedly back and forth over the Little Big Guy’s feet and then hop away from him, trying to get The Little Big Guy to chase them around the room. However, tonight The Little Big Guy just giggles and stamps his feet about to make the ferrets jump higher. After a while The Little Big Guy sits down and looks over at The Big Guy Lady. Judging from the bottle of Johnson’s baby shampoo that The Big Guy Lady is carrying, she seems to be in the mood for giving baths. Stinky and Twinkie hop over the soapy squeaky thingy and slip back behind the bookcase. They stay close to the edge so that they can see if The Little Big Guy does anything interesting.

------------- Press space bar to continue -----------------

[more]
Twinkie decides that she should think hard about how to explain to her baby ferrets about The Little Big Guy so that they will be prepared to grow up to be the very best ferrets that they can possibly be. Stinky says that maybe one day one of their children could grow up to be the governor of California. Twinkie points out that there is probably some kind of law in California that makes it illegal for a domestic ferret to be governor. Stinky agrees that he has heard of this law, but he’s pretty sure that it only applies to ferrets whose movies do not break any records for box office revenue on the first weekend. At this point Twinkie becomes confused, (which is her normal state of thinking), so she tells Stinky that she will think about box office revenues later, after she figures out how to explain The Little Big Guy to her children.

That’s easy, Stinky says. The Little Big Guy is one of the Big Guys except that he is Little, although he is still Big, just not Big like the other Big Guys. And the other Big Guys might try to give you a bath even though you would rather have a shower, but The Little Big Guy doesn’t give you a bath (although he is very good at bubble splashing and making loud sqealy noises that make you jump and get all excited). And he is Fun, more Fun than the other Big Guys are Fun. And Dangerous. Fun and Dangerous Big Guy who is Little and sometimes has a saggy smelly diaper.

Yes, says Twinkie, don’t go in the diaper.

Stinky continues his lecture as if Twinkie has not interrupted him. He’s on a roll now and won’t stop until he gets himself exhausted. Try to stay away from the fingers, Stinky advises. But lots of Fun. Drops things for you to grab quickly and then run away. Toes good for nibbling.

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[more]
Twinkie is curious as to why Stinky has suddenly stopped his lecture. She discovers that this is because Stinky has fallen asleep.

The Little Big Guy Who is Fun But Dangerous takes the soapy squeaky thingy and waddles back to The Big Guy Lady who always tries to give you a bath instead of a shower. Twinkie decides that she will teach her children to make sure that all generations of ferrets in this house must learn to be loyal to The Little Big Guy and help him by doing what ferrets do best. Even when The Little Big Guy grows up to be a Big Big Guy, this must be the rule always.

Suddenly Twinkie falls asleep.

As the memory ends, the fan snaps closed.

Aw, this one is just so cute compared to the other three!

(And yes, I’m pretty sure Arnold Schwarzenegger was the sitting governor when this came out.)

>E

HALLWAY

>E

LIVING ROOM (front half)

>N

LIVING ROOM (back half)

>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.

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

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

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

>S

LIVING ROOM (front half)

Okay, now let’s ponder the use of the basket. Let’s make our way over:

>E
You go through the strands of beads.

DINING ROOM (by the west end of the table)

>N

DINING ROOM (by the north end of the table)

>N

The blue birds suddenly become alive. They fly off of the china cabinet doors and begin to flit about, making you feel as if you should sing “Zip-A-Dee-Doo-Dah”. Then the blue birds land back on the china cabinet doors and grow still.

DINING ROOM (by the china cabinet)

>N

KITCHEN

>E

OUTSIDE THE BACK DOOR

>N

BY THE RASPBERRY BUSH

>NW

BY THE FLAT ROCK

>NE

STRAIGHT PATHWAY

>NE

RAVINE (across from the sycamore grove)

You are on the edge of a deep ravine with a swiftly flowing creek at the bottom. The ravine and the creek run from the northwest to the southeast. The drop down into the ravine is breathtakingly steep and you find the view magnificent.

Looking across the ravine you see a grove of sycamore trees. The other side of the ravine is closer here than it is elsewhere, but the gap is still much too wide to leap across.

A rocky path leads northwest and upwards along the edge of the ravine. Thorny bushes block travel in all other directions except for a narrow pathway leading southwest.

Let’s show the full descriptions here again, since it’s been a while.

>NW

RAVINE PATH

This rocky path runs along the edge of a deep ravine with a swiftly flowing creek at the bottom. The ravine is quite wide here and you can’t see much on the other side. The path climbs upwards to the northwest and downwards to the southeast. Difficult terrain blocks travel in all other directions.

>U

MESA (by the waterfall)

You are on a flat mesa plateau, partway up the side of a mountain. Here you see a magnificent waterfall that pours down from the mountain into a deep ravine.

Looking down into the ravine, you see a branch growing from side of the ravine. You think you see something caught in the branch.

A rocky path leads southeast and downwards along the edge of the ravine. The mesa continues to the southwest. Difficult terrain blocks travel in all other directions.

>X BRANCH
Looking down into the ravine, you see a branch growing from side of the ravine. The branch is about two arm’s lengths beyond your reach.

Something is caught in the branch. It looks like a small tape recorder, hanging unsteadily. You can’t imagine why anyone would throw a tape recorder into the ravine or be so careless as to let it fall in, but this must be what has happened here.

For a moment you ponder the odd stroke of chance that caused the tape recorder to be caught by the branch. The tape recorder is only a stone’s throw away from losing its unsteady perch and falling. But in the absence of anything to catch it, the tape recorder would almost certainly fall to the bottom of the ravine and be carried away by the swiftly flowing creek.

>X BASKET
The basket is loosely woven with small open spaces between the fronds. Both ends of the macrame strap are tied to the edges of the basket through the open spaces. The basket is empty.

>X STRAP
The macrame strap is made of five rope cords that have been woven and knotted together in an intricate pattern. All of the cords have the somewhat colorless look of natural rope fiber.

Both ends of the macrame strap are tied to the basket. The ends of the strap hang down about an arm’s length away from the center of the strap. You can see that if it weren’t doubled over this way, the length of the macrame strap would be about twice as long.

So, this seems the perfect way to ensure we have something to let us reach down - and catch the hanging tape recorder before it can fall into the ravine!

>UNTIE STRAP
You untie the macrame strap from the basket. The other end of the macrame strap is still tied to the basket.

>G
You untie the macrame strap from the basket.

>PUT BASKET IN RAVINE
The basket knocks the small tape recorder off the branch.

The tape recorder and the basket fall to the bottom of the ravine and are carried away by the swiftly flowing creek.

Okay, what did I do wrong?

>TIE STRAP TO BASKET
One end of the macrame strap is now tied to the basket.

Ah - I had untied both ends the first time. That won’t help us - but leaving one end untied, while the strap is longer since the other end is untied, will do nicely. (I did flail around here a bit before realizing this.)

>PUT BASKET IN RAVINE
If you want to lower the basket, just say so.

Shades of Zork I!

>LOWER BASKET
The basket is now lowered. It hangs down about two arm’s lengths.

>THROW STONE
The loose stone knocks the small tape recorder off the branch.

The tape recorder falls into the basket!

The loose stone falls to the bottom of the ravine and is carried away by the swiftly flowing creek.

Success! (And given the stone was in the area earlier, I think it’s safe to say it’s served its purpose and we didn’t just render the game unwinnable.)

>RAISE BASKET
The basket is no longer lowered.

>GET RECORDER
Your arms are getting full, but a little rearranging lets you take it anyway. You take the small tape recorder out of the basket.

>X IT
It’s a small audio casette tape recorder. It looks like it was badly dented and damaged during the fall. Inside the smashed tape compartment you see an audio cassette. The cassette looks unharmed, but it’s clear that the small tape recorder won’t work any more.

>OPEN RECORDER
The tape compartment is too badly smashed for you to open it. In fact, it’s so badly smashed that you could just take cassette without opening it.

>GET CASSETTE
You’re carrying too much. Perhaps you could put something in your pocket.

>UNTIE BASKET
You untie the macrame strap from the basket.

>DROP BASKET
The basket is now on the ground.

You see Agador-Spartacus on the ravine path. He’s lying down.

>GET CASSETTE
You’re carrying too much. Perhaps you could put something in your pocket.

>DROP POT
The pot of gardenias is now on the ground.

These are both here, if we find we need them again.

>GET CASSETTE
Your arms are getting full, but a little rearranging lets you take it anyway. You take the yellow audio cassette out of the small tape recorder.

Aha - this is one old mystery solved. We saw earlier that Martin had bought three cassettes - and we found two blank ones earlier. Presumably this is the one he actually used - but why would he put the recorder (and cassette with it) in that spot? Did he want them destroyed - or deliberately placed in such a way that oney someone clever enough could recover them?

. Time to go play it!

(While playing this, I went all the way to the tape recorder at the end of the store, completing forgetting we had one in our headphones. Oops!)

>SE

RAVINE PATH

>SE

RAVINE (across from the sycamore grove)

>SW

STRAIGHT PATHWAY

>SW

BY THE FLAT ROCK

>SE

BY THE RASPBERRY BUSH

>S

OUTSIDE THE BACK DOOR

>W

KITCHEN

>W

PHONE BOOTH, in the pantry

>PRESS “7”
You pick up the receiver.

You press “7”.

The computerized voice goes on to tell you
Please specify the destination to which you would like to be moved…
Press “1” to go to the zoo.
Press “2” to go to the beach.
Press “3” to go to work.
Press “4” to go to the store.
Press “5” to go to the veterinarian’s office.
Press “6” to visit Mom.
All other options will return you to the main menu. Please be advised that the previously mentioned destinations can be reached only through the Phantom Phone Booth object-oriented navigational system.

>PRESS “4”
You press “4”.

You hear the sound of a motor grinding, the door slams closed, and the phone booth suddenly rises upwards very quickly. It passes the second floor landing and goes through the roof, flying high into the air.

The telephone voice tells you, “Estimated travel time for this six mile trip is three minutes, using standard travel speed.”

The phone booth flies northwest. After about three minutes of flying it sets itself down. The phone booth door pops open.

PHONE BOOTH, in the WalMart parking lot

You see the WalMart parking lot to the east.

>E

You drop the receiver.

WALMART PARKING LOT

You’re at the far end of the WalMart parking lot, quite some distance from the WalMart entrance. The lot is jammed with cars and people, and you don’t see any empty parking spots.

To the west is the phone booth, which has managed to squeeze itself in between a little Nash Rambler and a big black Cadillac.

Throngs of people are hurrying southward, headed for the WalMart entrance. Even more people are streaming out of WalMart doors, bumping into each other and pushing through the crowd as they carry their bags back to their cars.

To the north is a much smaller store, rather oddly-shaped. It’s tall and narrow, with sloping eves that curve upwards like a pagoda.

>LOOK UNDER CAR
Under the little Nash Rambler you see a mother cat and several kittens that appear to be about six-weeks old. The kittens are nursing. The mother cat eyes you warily.

>GET CAT
The mother cat hisses, and you quickly withdraw. The tiny fish translate this as a hostile communication. The cat doesn’t seem inclined to let anyone touch her or her kittens right now. Perhaps you should come back later.

Wait, we can understand animals now? Oh right, the fish in our headphones. I might be making a return trip to the zoo, then.

But still, how do we get the cats to trust us?

>SING
You should put the name of the song that you want to sing in double quotes; for example, SING “DO RE MI”.

Hmm, which song would work? We can always try the opera peace we saw in the memory, but would this really be the same cat? That memory was decades ago!

Anyway, I move on for now. This just goes on my running list of things that need resolved.

>N
You walk north and enter Takamine’s General Store.

FIRST LEVEL

>N

ELEVATOR

>PUSH RECTANGLE
You push the tall brown rectangle. The panel to the south closes, and the elevator rises. Then the panel to the south opens, revealing the Fifth Level.

>S

FIFTH LEVEL

>ENTER BARREL
You get into the unmarked barrel.

You feel an overwhelming sense of nothingness surrounding you, creeping into your consciousness. Gradually the boundary between yourself and the nothingness dissolves, and you realize that your existence inside the barrel has disappeared.

------------- Press space bar to continue -----------------

[more]
JAPANESE GARDEN ENTRANCE

>NE
You cross a small bridge and follow curved pathways deeper into the garden. Wandering through the garden makes you feel serene and peaceful.

STONE STEP

You are on a stone step. A small tea house stands directly to your north. A wooden step leads upwards and northwards into the tea house. The rice paper panel door to the teahouse is closed.

To the southwest is the curved pathway back through the garden.

>REMOVE SHOES
The rice paper panel door opens as you slip out of your shoes and leave them behind on the lower step. You enter the tea house. The rice paper panel door closes behind you.

TEA HOUSE

There’s a low table in the center of the tea house.

Near the west wall you see a large tape recorder and a plastic box of audio cassettes.

The rice paper panel door is to the south.

>PUT YELLOW CASSETTE IN LARGE RECORDER
If you want to play the yellow audio cassette in the large tape recorder, just say so.

>PLAY YELLOW CASSETTE
You put the yellow audio cassette into the headphones. The cassette begins to play.

(Yes, I didn’t have to go all this way. Big oops on my part.)

The voice that you hear belongs to Martin.

I wanted to talk to you one more time, Dad, even though I know it’s too late for that.

I can’t stop thinking about that night when I was ten years old, the night that Mom’s theatre group held their Mikado cast party in our courtyard. You and I took a walk out back, and I remember being disappointed that the sky was too cloudy for you to quiz me on naming the stars and constellations.

We were standing on the mesa by the waterfall. You were trying to tell me something, you said it was important. But the winds got stronger, and a storm was beginning to start. I couldn’t hear you. Maybe it was the sound of the wind and the waterfall or maybe it was that I wouldn’t listen. You started looking obsessed and a little crazy, like you always did when you tried to talk about sending messages to aliens in outer space.

Then I remember a sharp clap of thunder and the rain suddenly slammed down on us. I started running back towards the house and you grabbed my arm to stop me. You told me not to worry, that everything would be all right. I don’t think you were talking about the storm. You said that someday I would understand you.

------------- Press space bar to continue -----------------

[more]
Well Dad, I think I understand you now. I’ve been working in research and development for most of my adult life, and I know what it’s like to get deep into a project that other people think is crazy. I know what it’s like to catch the tail of something almost impossible, and I know what its like to hang on to that thrashing tail until you’ve invented something that never existed before. And I know what it’s like to try to share your discoveries with other people only to have it tossed into the trash by those who don’t even take the time to try to understand it.

But if you could see what I’ve done you’d be amazed, Dad. Just take a look at the building blocks of our world. Don’t get bogged down with atoms and the molecules, that’s just hardware. But if you look at the perceptions of our senses, you’ll see the stuff that reality is truly made of. It’s the same stuff that you find in fiction – drama, suspense, passion, irony. Especially irony. And so, with almost fictional irony, I find myself to be a crackpot inventor in his mid-thirties whose work on sensory enhancement devices is even crazier than your sending brain-wave messages to alien pen pals.

I suppose I feel cheated that I can’t share my work with you. But more importantly, this makes me realize what a disservice I did to both of us when I wouldn’t allow you to share YOUR work with ME. Well, maybe it’s too late now. Maybe it’s too late for me to keep wishing that things had turned out differently, and maybe it’s too late for me to be angry with you for spending so many hours talking into a stupid tape recorder when I wanted you to be spending time with me instead, and maybe it’s too late for me to keep beating myself up for what I can’t help seeing as the ultimate betrayal of your memory — the unspeakable crime of being a ten-year-old boy who was ashamed of what his father believed in.

------------- Press space bar to continue -----------------

[more]
I tried to find the cassettes you’d made containing your laboratory notes, and I found out that Mr. Takamine had taken them. He wouldn’t let me listen to them, he wouldn’t even let me SEE them. He seems to think that I want to continue your work. That’s not it at all, but I couldn’t get the words out to tell him that all I really wanted was to hear your voice one more time …because I was starting to forget.. the sound…

Martin’s voice is starting to break, and there is a long pause. Then he continues, his voice sounding low and hoarse.

Julie understands, of course. I’m thinking of asking her to sneak me into the place where her father keeps your tapes. But I’ve never known Julie to ever disobey her father. Not yet anyway.

------------- Press space bar to continue -----------------

[more]
It’s strange how just about everyone reacts with such strong emotions to the subject of your cassettes. Mr. Takamine and Julie seem quite touchy on that subject, and Mom refuses to discuss it at all. The only one who seems immune to this is Rachel. I remember her trying to talk to me about it a couple of times, something about one of your cassettes that she said she’d found. But for some reason I always seemed to get a nasty migraine whenever she tried to talk to me about it, so I’d keep telling her that we’d have to wait until later. She might still be waiting for a good time – I never did find out what she wanted to say, and even now it hurts my head to think about it.

Actually it’s fairly unusual for Rachel to give up on anything so easily, and I’m surprised that she stopped trying to talk to me about it. She always seems to get so obsessed about little mysteries, refusing to let go until she figures the answers out. But that’s Rachel. She’s always been kind of weird.

You hear a click on the tape where Martin apparently stopped recording.

------------- Press space bar to continue -----------------

[more]
You hear another click, and the recording continues. The background noise is completely different now, and you can hear the sound of rushing water. It occurs to you that several days may have passed since the first part of the recording was made. Martin’s voice certainly sounds different, almost artificially cheerful.

Well, Dad, I’ve been able to listen to your cassettes after all, and it’s been an education. I’ve made some plans. Tomorrow I’m going on a little trip to visit some friends of yours, something that needs to be timed very carefully. I’ll be sure to give your regards.

You hear a click on the tape as the recording stops. The rest of the cassette is blank. Nothing is recorded on the other side.

You feel somewhat embarassed to have listened to a message that was intended for Martin’s father. You wish that there was some way that he could have heard what his son wanted to say to him.

You take the yellow audio cassette out of the headphones.

Whew - I thought we’d seen plenty of critical plot information already, and this is the most important thing yet. It looks like Martin did get into somewhere really strange through his research and seeing the tapes - and now no one else knows exactly where he is. And we are supposed to find out where he’s ended up.

(Also, Martin has that same nauseating headache again!)

Anyway I think that revelation is a nice place to leave off on. Let’s make our way home first, though.

>S
The rice paper panel door opens. You step down and slip into your shoes.

STONE STEP

>SW
You wander back through the garden. Eventually you reach the garden entrance.

JAPANESE GARDEN ENTRANCE

>S
As you go through the gate, you hear the tinkling of unseen wind chimes. A rice paper panel opens and you walk through to find yourself on the First Level of the store. The panel closes behind you.

FIRST LEVEL

>S

WALMART PARKING LOT

>W

PHONE BOOTH, in the WalMart parking lot

>PRESS “9”
You pick up the receiver.

You press “9”.

You hear the sound of a motor grinding, the door slams closed, and the phone booth suddenly rises upwards very quickly, flying high into the air.

The telephone voice tells you, “Estimated travel time for this six mile trip is three minutes, using standard travel speed.”

The phone booth flies southeast. After about three minutes of flying it drops down through an opening Martin’s roof and comes to an abrupt halt in the pantry. The phone booth door opens.

PHONE BOOTH, in the pantry

You see the kitchen to the east.

>E

You drop the receiver.

KITCHEN

>SCORE
Score: 190 out of 360 Turns: 3392 Menu: Whatever

More points for the fan, and getting the tape recorder.

>I
You are carrying:
some khaki trousers (being worn)
trouser pockets
a gold key
an envelope
a yellow feather
a nickel
a store receipt
a flannel shirt (being worn)
a security badge (being worn)
two short white socks (being worn)
a lab coat (being worn)
some goggles (being worn)
a optical filter
some headphones (being worn)
a top hat (being worn)
a macrame strap
a bottle of hair conditioner
a green candle
a fan
a copper key
a twenty dollar bill
a small Phillips screwdriver
a hippo magnet
a red rubber ball
a large towel
an audio cassette with a red label
an audio cassette with a green label
a mug
some black coffee
some brightly colored machine tools
a large piece of broccoli
“So Long and Thanks for All the Fish”
a dog whistle
a pocket watch
a small broccoli sprig
a small tape recorder
an audio cassette with a yellow label
a pair of white tap shoes (being worn)

1 Like

I’m trying to think of some of the remaining things I know about but don’t have resolved yet. i think it’s shorter than it used to be?

  • Figure out the operation of the model train and food prep systems (likely interlinked)
  • Open the door in the courtyard to the black dome
  • See into the room from the back of the house (I think this is inside the dome)
  • Figure out what to do by the fountain in the garden
  • Figure out how to get fuel into the phone booth
  • Resolve the quest with the Douglas Adams book
  • Give up our Superman costume to Clark Kent (likely only after doing the above, we need to go back there)
  • Open the piano bench
  • Make the cat under the car at the store friendly (likely helps resolve the above)
  • Attempt to understand/talk to zoo animals
  • Somehow resolve all those situations where apparently ambiguity makes our head hurt (how? unclear)
  • Actually find where exactly Martin ended up (the why is clearer now; the where is still not fully revealed)

And of course, that’s probably not all of it.

3 Likes

When you said you’d discovered something that revealed a whole chunk of backstory, the fan was one of the top items on my list. You’ll notice that as long as you’re carrying it with you (closed), you’ll get a very obvious hint when there’s a memory to be revealed. The first one wasn’t quite so obvious because you’d already opened the fan.

Anyway, re-reading all these memories for the first time since I finished the game, the density of hints and foreshadowing is off the charts. I think you picked up on quite a lot of it, but I’d revisit all of this after a few more installments.

I don’t think so. That trick only worked with the sock because it sticks to Slinky when he’s charged with static, but I think any non-fabric items he takes are lost forever.

I believe you should be able to wave the fan in the gazebo again and get that whole scene again including that same message, which would confirm that you’ve not permanently missed anything. Your instincts that the message is important are not misplaced, though.

Can confirm.

1 Like

I was probably going to do a run-through of all the areas I know about pretty soon, just to see if there’s any details I am forgetting. Now I have an even better excuse!

Carlos Castaneda mention?? (One of the many weird things I’ve learned about via IF. There’s a 1982 text adventure based on his “research” and it’s surprisingly good.)

In any other game I’d think calling out O Sole Mio was a clue, but here it might honestly just be a red herring.

(It’s not opera per se—it’s an old Neapolitan song—but it was once covered by Elvis Presley, which means a surprising number of Americans have heard it.)

…that’s what I’ve got to contribute this time. Neither of which is likely helpful, but hey, trivia is always fun!

2 Likes