Continuing on from last time: in Colossal Cave, WAVE ROD will make a bridge appear. So let’s try that here!
Nothing happens (and let’s be honest, it would require more imagination than you usually show even to expect anything).
So we get an insult, but not a default failure message, which knowing this game means we’re on the right track but some component is missing. Trying it at different locations, we get insulted at C1 and C2, but at C3:
For a moment nothing happens. Then, just as you inhale a particularly strong scent of the poppies, a crystal bridge appears and spans the Ash River.
Ah, so it was actually a hint! Here’s the description of the poppies:
A crop of poppies bobs prettily about your knee, making you sneeze from time to time. It could go right to your head!
So it seems they make us imaginative enough for magic to work! After this, trying to wave the rod anywhere else gets a different message:
Ever the optimist.
Exploring the north half of the Land, we have some more things to work with:
- Wheat at B3, and barley at B2—the poppies really are the odd one out
- At B2, “A tall cedar tree stands majestic over the river-bank here, but has been partly sawn away and may fall at any moment.”
- There’s a rabbit at B1 who runs away from us in fear
- “A hand grenade, like a metal goose egg, rolls about at the foot of the Toll Gate like a fallen leaf caught in the breeze.”
We can’t push the tree over: “A woodpecker, high up in the branches of the cedar, swoops down and pecks at your hands until you desist. The tree is, after all, somebody’s habitat.” So that’s animal 4/5!
The rabbit is probably 5/5, but it runs away whenever we get close:
Your arrival panics a white rabbit, especially scared of something you’re carrying, and he races away east.
Especially scared of something we’re carrying, huh? In Colossal Cave, the rod scares a bird; it might scare the rabbit too. If we drop it somewhere, then confront the rabbit:
Your arrival panics a white rabbit, and he races away east. Just before he’s lost to view, though, you see him suddenly rear up, as scared of what’s in front as what’s behind.
In this case I’d dropped the rod at B3, and found the rabbit at B1, so it ended up trapped between us at B2. If we go to B2, then:
Your arrival panics a white rabbit, and he races away north to the strange and frightening pictures. You give him no choice, poor thing!
So he’s also afraid of Science (A2). If we go there, he returns to B1:
The white rabbit lurches away southwest!
I suspect I’m about 80% of the way to solving this puzzle. What we know so far:
- By default, the rabbit hangs out at B1 or B3, moving between those two if White approaches.
- The rabbit will not move into a room with the rod in it. If you put the rod in B1 or B3, then enter the other, he’ll move to B2. This gets a special message (so it’s probably on the right track).
- If you enter B2, he’ll move to A2 (whether or not B1 and B3 are blocked). This also gets a special message.
- If you enter A2, he’ll move to either B1 or B3, whichever one is not blocked.
So the question is, how do we trap him in a specific room for sketching? This is the final animal in the game: after this, we’ll have 16/16 animals in our sketchbook.
The grenade also seems potentially valuable:
A pin, or in other words a ring which pulls away, attaches to one end.
I suspect we’re going to destroy the machinery by pulling the pin and then throwing it into the mechanism. But not until we sketch this rabbit!