Let's Play: Quotient, the Game by Gregory Simpson

It’s been over a week since I posted the last segment of my previous spy-fiction-themed parser game Let’s Play, and apparently, I’m already experiencing withdrawal symptoms.

@simpsong00 released Quotient, the Game early this year and, as with many non-competition releases, it was received with relatively little fanfare. It was nominated for the People’s Champion Tournament which took place over the last couple of months, but wasn’t selected in the initial random ballot. When I saw that it had been submitted to the review-a-thon, I figured that that meant the author was still hoping for more exposure and decided that it looked like it might make a fun Let’s Play. So here we are!

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Part 0 - Front matter

Do you want to become an agent of Quotient, the global, independent spy agency? You are at the entrance to their top-secret headquarters. Proceed down the lane to begin your mission and earn the rank of Secret Agent! If this is your first text adventure, just type help.

Quotient, The Game
An interactive fiction, based on the books The Quantum Contingent and Quantum Time by Gregory R. Simpson
Release 108 / Serial number 250703 / Inform 7 v10.1.2

Security Checkpoint
You’ve arrived at the address you received in your invite. It’s a long gravel lane. You can barely make out an old farmhouse in the distance. The facial recognition cameras at the perimeter of the property scan you meticulously. They must be expecting you, because the old gate, with its hidden defenses, disappears into the ground as you walk up.

This allows you to proceed casually up the lane to the west.

You can see a Mailbox (closed) here.

Ok, there’s a lot going on here. First of all: it looks like we’re playing as an invitee or maybe probationary member of this “global, independent spy agency”. We were clearly invited here, and the security system looks like it was programmed to let us in. So I guess the brief is to show up at the headquarters, get briefed on our secret mission and then if we do a good job, we get to join Quotient for real?

Secondly, like the banner says, Quotient, the Game is based on the author’s series of novels. @simpsong00 is super generous, so when I mentioned to him that I was planning to do a Let’s Play of this game, he offered to send me a free copy of The Quantum Contingent so that I knew what I was getting into. I haven’t taken him up on his offer (yet) because I figured that part of the fun of starting a new game is figuring out what’s going on, and I wanted to let anyone following along with this thread be part of that fun rather than having to stop to say “by the way, this is a reference to this part of the book where …” all the time. But I’m hoping to maybe read it afterwards and post some bonus updates if there’s anything in the book that illuminates parts of the game.

Thirdly, I have to talk about the text formatting. I posted recently in another thread about my technical process for formatting Let’s Plays for posting here, and mentioned that the only manual work I have to do is restoring bold or italicised text, which isn’t saved in the transcript by default. That was fine for Inside Woman, where pretty much the only text formatting is the location names. But Quotient, the Game opts to do the thing where interactible nouns are highlighted in the text, and uses two different kinds of formatting to do it: italicised text for scenery mentioned in room descriptions, and bold text for free-standing or portable objects. This opening scene isn’t too dense with the formatting:

Security Checkpoint
You’ve arrived at the address you received in your invite. It’s a long gravel lane. You can barely make out an old farmhouse in the distance. The facial recognition cameras at the perimeter of the property scan you meticulously. They must be expecting you, because the old gate, with its hidden defenses, disappears into the ground as you walk up.

This allows you to proceed casually up the lane to the west.

You can see a Mailbox (closed) here.

But some of the later locations are a veritable potpourri of bold and italic text. If I try to restore all the formatting by hand, I’ll miss something important and make things even more confusing, so I’m not going to try. Just be aware that if you enjoy bold text, there’s more pleasure awaiting you in this game than the Let’s Play will make it seem.

This isn’t my first text adventure, but I’ll take up the invitation to type help anyway:

>HELP
Quotient, The Game understands commands, such as “>examine a cameras”. You can get some information about the current game state with commands such as LOOK, EXAMINE, INVENTORY, TAKE, etc. Commands are typically in the format of VERB, VERB NOUN, or VERB with/to NOUN. As in TAKE, TAKE THE SHOVEL, or TALK TO SARAH. In some cases, you may do something more complex like this. >HIT THE NAIL WITH THE HAMMER, or >ASK MARTIN ABOUT THE COMPUTER.

In Quotient the Game, if you take an item, it will automatically be examined for you. (but not read) In this fictional world, based on real places, you move around with commands like NORTH, SOUTH, UP, etc. If you are ever unsure of the ways you can go, just type EXITS.

There’s a definite message implicit in this quality-of-life feature, which is that we’re supposed to grab anything that sounds portable, without necessarily even worrying about examining it first. The author mentioned Zork as a primary source of inspiration, so I think we might be in for a treasure hunt.

There are a few special commands: PLACES, OBJECTS, SONG, and PLAYLIST (oh and FUN). The places and objects commands list either the places you’ve been or the objects you’ve seen. The song command tells you the song associated with the location you are in, and finally, the playlist command creates a special playlist for you by listing all of the songs associated with the rooms you have traversed in your adventure. FUN tells you some fun things to do, although some of them could be considered minor spoilers, so beware!

If you stumble across the TARDIS communicator, take it! You can examine it again and again to hear the Quotient quantum computer talk to you about things that might be of interest near you. If you examine it enough, it will give you some hints based on the region you are currently in. You can also ask it questions. If you need a starting hint, type HINT.
And remember, commands can be abbreviated. For example, n is NORTH and x is EXAMINE.

Scenery that can be examined in a room will be shown in italics. Directions to exit and “Things” that can be examined or taken are listed in a paragraph below the room description in bold.

This is the bit about the use of formatting that I mentioned up above. There’s a lot to remember here about verbs that we might want to try. Spoilers: I will end up forgetting some of these verbs for a while.

You get points from collecting treasures and solving puzzles. As your points go higher, so does your rank! Type POINTS for more info, or SCORE to see your score. You should figure out the true mission of the game as you go along.

Remember, in addition to EXAMINE, you can READ certain objects as well. It is helpful to read things if they can be read. Finally, ABOUT will tell you what the game is based on, and CREDITS gives credit where credit is due!

Now, let’s get adventuring!

We haven’t scored any points yet, but I think it’s implied that typing POINTS was going to explain something about how we actually go about scoring points … ?

>POINTS
You can score 107 points by collecting treasures and solving the puzzles leading to the endgame. You get another 107 points when you take the final move to win the game.

There are twenty-two treasures worth 2 points each. There is one action that is not required to win the game but provides context and is worth 3 points. Puzzles to win are worth 5-10 points. All treasures (except one tribute to Zork) provide a hint unless it is a food/drink. Most food and drink is just for fun, but not all! Your score establishes your rank. All ranks can be listed via the command RANK.

Good Luck!

I almost feel like this scoring overview is part of a puzzle! I think all that we need to take away from this is that we score points for finding items, and doing other things too, and that the score is basically out of 107 (why 107?) except that then it gets doubled when we win the game. But there could be an important intersection somewhere in the Venn diagram of “treasure”, “food”, “things that are useful” and “things that provide points” that I’ve overlooked.

>RANK
Here are all of the ranks in the game!

0 - plain ole you
14 - Amateur Agent
25 - Agent in Training
40 - Agent
60 - Experienced Agent
80 - Secret Agent
107 - Super Duper Agent
214 - Master Super Duper Agent

I hope you achieve them with grace!

This tallies with what we’re seeing in the status line right now, which mentions the location name (Security Checkpoint), our score (0), moves taken (1) and the text “plain ole you”.

We still have some more meta-verbs to try out before we even start the game, so let’s proceed with:

>ABOUT
This game was created by Gregory R. Simpson. Special thanks to Karen for early alpha testing!
Based on the books, The Quantum Contingent and Quantum Time.
For detailed credits, type CREDITS. For help, type HELP.

>CREDITS
Quotient, The Game is written in Inform7. Inform7 is the work of Graham Nelson. First, a shout-out to the people on Intfiction.org. They were enormously helpful. If I ever got stuck on how to code something, they would help me out! I also experimented with using ChatGPT to help me figure out some coding challenges. It did pretty well, but the people at Intfiction.org were better. Also a big shout out to my beta testers! In addition to family, that includes some great help from people that found the game through intfiction and discord.

Many of the description passages were adapted from my books. This game is a tongue-in-cheek adaptation of that world and its characters. I took the cover photo of the Rock Church of St. George in Ethiopia and then used smartphone app Prisma to give it the wild color look. All other in game photos are personal photos that I took. (there are only 9 others, it’s a “text” adventure.)

This was my first Inform7 creation. I enjoyed making it and I hope you enjoy playing it. Now let’s get adventuring!

Imagine a slow scrolling set of credits now!

Author..................................Gregory R. Simpson
My Love & 1st Test:.....................Karen
Beta Tester 1...........................P-Tux7
Beta Tester 2...........................johnbrown
Beta Tester 3:..........................Brother Jeff
My Inspiration:.........................Bridget and Jason
Game Inspiration........................Zork
Book Inspiration........................The Quantum Contingent
Second Book.............................Quantum Time
Release.................................108.Rsff
RSFF stands for..........................Really sort of final final.

I think we’ve exhausted all the commands that provide information about the game now. Next up: let’s try actually doing something!

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Part 1 - Down the lane

We’ll start as every parser game protagonist should:

>X ME
You are, as always, you, except when you aren’t. If you want to examine your inner self further, I’m afraid that will cost more than 200 Zorkmids.

>I
Treasures:
nothing
Treasured Food and Drink:
nothing
Everything else:
 a map
 a watch
 emotional baggage

Okay, so as in many old-school games, it looks like there are some specific treasures which we need to collect, which tallies with what we were told about scoring. But “treasured food and drink” is a category I don’t think I’ve come across quite so often!

>X MAP
The map shows all the places you can fly the Quotient jet to including:

> Airstrip (HQ)
> Lunken Airport (Cincinnati or CVG)
> Burke Lakefront Airport (Cleveland or CLE)
> Andrews Air Force Base (DC)
> Arusha Airport (Africa or ARK)
> Spaceport.
> Hidden Airbase (Oxford)

To fly the jet, say FLY TO location, as in FLY TO CVG

I assume we need to find the jet first, but let’s just check:

>FLY TO HQ
You need to be in a jet to fly somewhere.

>X WATCH
You glance at your watch, and see the time and weather.
9:04 am
>X BAGGAGE
You’ll collect old memories over time. You can think about them whenever you want. You imagine this as an old duffle bag.

So is this a way of giving us an inventory of memories, as well as a physical inventory?

Enough about us, what do we have here in the location?

>X CAMERAS
These cameras are state-of-the-art. Infrared, motion detecting, high res, any buzz word you can think of, these have it.

>LICK CAMERAS
That’s not a verb I recognize.

>TAKE CAMERAS
That’s hardly portable.

>X MAILBOX
It’s a non-descript mailbox mounted on an old cedar post.

What are the odds that the mailbox contains a leaflet?

>OPEN IT
You open the Mailbox, revealing a Leaflet.

Pretty good, it turns out!

>TAKE LEAFLET
You take the Leaflet and examine it carefully.

It’s a tri-fold leaflet addressed to “secret agent”

>READ IT

WELCOME Agent!
Congratulations on being selected to join Quotient. Why am I at the end of a lane leading to an old farmhouse? Well, this is no ordinary farmhouse. Your first step is to find your way into Quotient Headquarters! Once you find the secret headquarters, you’ll get a chance to meet Martin, the founder of Quotient. He will brief you on the rest of your mission! Type HELP if you need more help. Good Luck!

“Quotient, The Game” is a text adventure game based on the books The Quantum Contingent and Quantum Time. “No computer should be without one!”

*\*leaflet and mailbox based on the original ZORK, one of the first interactive fiction adventures*

The name of the mailbox appears in bold rather than it italics, but that doesn’t mean it’s portable, does it?

>TAKE MAILBOX
That’s fixed in place.

Okay, so, enough messing around in what seems to be an introductory location; let’s go!

>W

Lane
The long lane is lined with large willow trees whose branches sway smoothly in the breeze, their branches sway smoothly, calming one’s nerves with only a glance. These massive centurions are actually part of the sophisticated security system guarding the route to this remote, hidden fortress near Greenville, Ohio.

You can go east or west on the lane.

>X TREES
These large oaks separate the path from the massive cornfield to the north.

I guess this is an extremely low-key puzzle, since the possibility of going north wasn’t previously mentioned. If the trees are “part of the sophisticated security system”, maybe their role is to slightly screen the route to the north from a casual glance?

>N

Corn Maze
You stand at the entrance of a vast cornfield maze. Tall stalks surround you on all sides, you can go east, north into the corn, or south to the lane.

At this point, I remember that when @simpsong00 first released this game, I dipped into it briefly and, two rooms into the game, became lost in a corn maze. I don’t particularly enjoy drawing maps; I don’t mind mazes with relatively normal connections that I can picture (my spatial memory is pretty good; I was able to navigate both mazes in Curses and the statue puzzle in Lydia’s Heart without drawing a map) and I don’t mind mazes where the solution doesn’t require mapping the maze at all (like the maze in Hunter, in Darkness). But I’m not a fan of the “twisty little passages” type of maze where the connections are consistent but seemingly random. I have no idea which type of maze this will be, but I’m going to put it off for now until we see some indication that we might actually need to venture in.

>S

Lane
The long lane is lined with large willow trees whose branches sway smoothly in the breeze, their branches sway smoothly, calming one’s nerves with only a glance. These massive centurions are actually part of the sophisticated security system guarding the route to this remote, hidden fortress near Greenville, Ohio.

You can go east or west on the lane.

At some point I’ll remember to put the transcript in BRIEF mode so that you don’t have to keep reading the same room descriptions again and again as we move around.

>CLIMB TREES
Little is to be achieved by that.

>U
You can’t go that way.

From here, you can go north, east, and west.

This might just be a connecting area, then, so let’s keep moving.

>W

The Gate
The gate is open. There is a sign mounted by the gate.

The lane goes west toward the house and east back toward the Security Checkpoint.

You can see pile of leaves here.

>X SIGN

Let em grow up

At this point, a picture of a sign reading “let em grow up” also appears. I didn’t know beforehand that this game had graphics, or I might have stopped to consider how to handle them in this text-based medium. For now, I’m afraid if you want to see what the sign looks like, you’ll have to delve into Quotient, the Game for yourself!

It occurs to me now, editing this transcript after the fact, that I failed to take note of, or interact with, what is almost inevitably going to turn out to be a pile of 69,105 leaves. We’ll have to go back and investigate it in a later session.

>W

Headquarters Entrance
You stand before a massive old home with tall clay-shingled clapboard turrets stretching up into the sky. An expansive old-fashioned porch sprawls across the entire front of the mansion. Wooden porch swings dangle from chains, rocking gently in the sweet-smelling breeze scented by the surrounding old-growth lilac and magnolia bushes.

The house is directly in front of you to the west. There are steps down into a cellar here, a yard to the north, some parking to the southwest, and you can go back up the lane to the east.

So finding the headquarters wasn’t the most challenging part of our secret mission. Although we’ll have to figure out how to get inside, and there seem to be a lot of areas to explore in the immediate vicinity.

>X TURRETS
Tall Circular towers, like you’d see on an old Victorian house, or as defensive towers on a castle!

>X SWINGS
The porch swing looks like a great place to read a book or unwinding after a long day of spy work.

>SIT ON SWINGS
Oh, this is so relaxing. A great place for coffee and connections.

yourself are now seated on the porch swing.

It will later turn out that a message like this pops up every time we enter or exit a supporter, which I assume is the result of some kind of reporting rule intended to handle a much more specific situation but accidentally made much more overzealous. Do we get the same thing when we place inanimate objects on the swing?

>PUT LEAFLET ON SWING
Dropped.

Apparently not.

>STAND UP
yourself get off the porch swing.

Headquarters Entrance
You stand before a massive old home with tall clay-shingled clapboard turrets stretching up into the sky. An expansive old-fashioned porch sprawls across the entire front of the mansion. Wooden porch swings dangle from chains, rocking gently in the sweet-smelling breeze scented by the surrounding old-growth lilac and magnolia bushes.

The house is directly in front of you to the west. There are steps down into a cellar here, a yard to the north, some parking to the southwest, and you can go back up the lane to the east.

On the porch swing is a Leaflet.

>X BUSHES
The massive lilac bushes are filled with fragrant bunches of flowers like grapes, whereas the magnolia flowers look more like stars filling a green bed of leaves.

>SEARCH BUSHES
You find nothing of interest.

Not sure yet whether this is the type of game where SEARCH things is going to be different to EXAMINE, although the help text did take pains to point out to us that EXAMINE is not the same as READ.

Can we get inside the house?

>W

The Farmhouse
You cross the porch of the old Victorian home and enter the dining room. A grape chandelier hangs above the long table. From the north window, you can see the lawn, the hammock and the fields past the hammock to the north.

You can go east to exit the house or continue west into the kitchen you see in the next room.

To one side of the room is a large oriental rug.

You can also see a long wooden table (on which is a jigsaw puzzle) and a Deck of Cards here.

Something about the Deck of Cards reminds you of days gone by.

This all seems pretty unassuming for the headquarters of an international spy agency so far.

>X CHANDELIER
The glass grapes are grouped into bunches. The are purple and stretch along a long cast-iron frame.

>X WINDOW
It gives a view of the cornfield and hammock.

>X LAWN
Beyond a short stretch of clear ground, past the hammock, the Cornfield is thick and uninhabited for as far as you can see.

As I mentioned earlier, the text is actually full of italic and bold text highlighting all of the things in each location which we might want to try interacting with. The rug, oddly, is not highlighted, but it’s so obviously concealing a secret passage that we’ll attempt to check it out anyway:

>X RUG
This beautiful oriental rug has a red hue and two piecing blue strips emanating out from the center like hands on a clock. Silver circles adorn the edges.

>LOOK UNDER IT
There’s an escape tunnel under the rug.

>X TUNNEL
A hidden tunnel, complex to navigate. You’d need Martin to get through this tunnel successfully.

According to the leaflet we found in the mailbox, Martin is the founder of Quotient, and presumably the person we’re currently supposed to be looking for. Having been told that we can’t enter the tunnel without Martin, of course we immediately try:

>ENTER IT
You need Martin to lead you through the escape tunnel.

Never mind. Let’s carry on working our way through the remaining contents of the room.

>X TABLE
It appears to be made of cherry with inlaid birds-eye maple. The table has a trestle design, allowing room for a large dog to sleep underneath.

On the long wooden table is a jigsaw puzzle.

>X PUZZLE
A puzzle of many different movie and show posters. This one is nearly finished, missing only one piece that you could never find.

>SOLVE IT
You haven’t got the final piece.

>BREAK IT
Violence isn’t the answer to this one.

>X CARDS
It’s a regular deck of cards with Star Wars themed backs.

The top four cards are:
A King holding a blue light saber.
A Queen, petting a Lion underneath a deep red sky.
A Jack wearing a brightly polished pendant.
And an Ace, adorned with the face of a shimmering clock.

This is clearly a clue to some kind of puzzle, but exactly what, I can’t speculate yet.

>TAKE IT
You take the Deck of Cards. and examine it carefully.

It’s a regular deck of cards with Star Wars themed backs.

The top four cards are:
A King holding a blue light saber.
A Queen, petting a Lion underneath a deep red sky.
A Jack wearing a brightly polished pendant.
And an Ace, adorned with the face of a shimmering clock.

[Your score has just gone up by two points.]

As per the help text, we automatically examine items upon picking them up, which means that if we want to avoid reading all the text twice, we should be embracing our hoarding instincts and grabbing everything in sight without bothering to look at it first. But also, our score went up when we picked up the cards, which means:

>SCORE
You have so far scored 2 out of a possible 214, in 45 turns, earning you the rank of plain ole you.
This includes 2 points for each of the treasures you have collected, including:

Treasures: a Deck of Cards
Treasured Food and Drink: nothing

No further achievements.

We were told that each non-food-and-drink treasure also contained some sort of clue, which tallies with the pictures on the deck of cards which are clearly hinting at something. As to why there are also edible treasures that don’t contain clues, maybe there’s a thematic reason for this which will be explained later in the game?

When we first saw the deck of cards, there was also a hint that we might have acquired a new memory, so let’s check our mnemonic inventory:

>X BAGGAGE
You’ll collect old memories over time. You can think about them whenever you want. You imagine this as an old duffle bag.

In emotional baggage is days gone by.

>X DAYS GONE BY
As if. All you can really do is THINK ABOUT it.

>THINK ABOUT DAYS GONE BY
The place does feel familiar. In fact the rug reminds me of one from a TV show that hid a trap door.

Ah, just in case we hadn’t picked up on the need to look under the rug already.

>TAKE RUG
The rug is too heavy to lift.

>W

The Kitchen
A large kitchen with attached family room. A zebra head is mounted over a river rock fireplace.

You exit to the east.

You see a classic all-american can of rediwhip here.

You can also see a paring knife and a loaf of bread here.

This stuff seems less obviously part of any puzzle, but I’m sure its purpose will become clear in time; let’s check it out.

>X ZEBRA HEAD
The zebra head is mounted as you might expect a wild animal head might be mounted in a game lodge. Surprisingly, this one appears to have a smile.

>LOOK IN IT
You find nothing of interest.

>X FIREPLACE
The fireplace is made up of smooth, gray river rocks. The edges of the rocks protrude from the light-colored mortar. A stunning piece of art and craftsmanship in its own right.

>LOOK IN IT
You find nothing of interest.

>X CAN
It’s the classic spray can of Whipped Cream.

>TAKE IT
You take the Can of Rediwhip. and examine it carefully.

It’s the classic spray can of Whipped Cream.

[Your score has just gone up by two points.]

The lesson about “don’t stop to examine, just grab” still hasn’t landed yet, but let’s make sure we do a better job with the rest of the portable objects in the kitchen:

>TAKE KNIFE
You take the paring knife and examine it carefully.

It’s a small paring knife. It is very sharp.

>TAKE BREAD
You take the loaf of bread and examine it carefully.

It looks freshly baked!

>EAT IT
You take a bite of bread. That hit the spot!

That sounds like we still have the bread, which is good, because if eating it was going to destroy the whole loaf, we probably shouldn’t have done that. Let’s check:

>I
Treasures:
 a Deck of Cards
Treasured Food and Drink:
 a Can of Rediwhip
Everything else:
 a loaf of bread
 a paring knife
 a map
 a watch
 emotional baggage
  days gone by

Turns out that the Rediwhip (I’m assuming that’s just a brand name for squirty cream in a can?) counts as a treasure. Why? Who knows! Maybe Martin can explain, if we can find him somewhere.

Have we done everything in the kitchen?

>LOOK
The Kitchen
A large kitchen with attached family room. A zebra head is mounted over a river rock fireplace.

You exit to the east.

It looks like we’re done with everything there is to do for now inside the house, so we return to the Headquarters Entrance, pausing to retrieve the leaflet which we left on the porch swing, and then head southwest to:

>SW

Parking
There is some parking here off the driveway, just past the house.

A fire pit is to the north, or you can return northeast to the entrance.

A large three-legged turtle waddles by slowly.

>X TURTLE
A large three-legged turtle, wearing a tiny turtleneck with the name Shelly on it.

“Shelly” is an obvious pun, as is the fact that the turtle is wearing a turtleneck. But what’s the deal with having only three legs? There’s a turtle in one of the Infocom games (Sorcerer?) but is this related?

>RIDE TURTLE
That’s not a verb I recognize.

>PET TURTLE
That’s not a verb I recognize.

>TAKE TURTLE
I don’t suppose the turtle would care for that.

Maybe inspiration regarding the turtle will strike later; for now, let’s continue our exploration.

>N

Fire Pit
You pass by the back of the house and stumble upon a fire pit surrounded by a meticulously maintained fairy flower garden. There is a small ornamental fairy in the garden.

You can go north or return south to parking.

The Tardis communicator, a small electronic screen you can examine is here.

Okay, two things here that seem like they merit some close investigation:

>X FAIRY
The inanimate, ornamental fairy appears to be twirling around, dancing, and enjoying life. The unique thing about this fairy is the shiny pendant hanging around her neck.

>X PENDANT
You can’t see any such thing.

>TAKE FAIRY
That’s hardly portable.

So I think this is just a statue of a fairy rather than anything more … magical. The pendant is apparently important, but not implemented, so maybe we’ll find something that refers to it elsewhere and need to take that as a clue that we should be doing something with the fairy?

For now, we’ve also found something which the help text told us to look out for specifically:

>X COMMUNICATOR
I am TARDIS, the incredibly intelligent quantum computer Quotient uses. This communicator connects me to you every time you examine it.

Oh, wait, so this isn’t directly related to the actual TARDIS from Doctor Who; it’s a device to communicate with a computer which happens to also be named TARDIS, presumably because Quotient was founded by nerds.

>TAKE IT
You take the Tardis Communicator. and examine it carefully.

I like to pontificate. I am based on ChatGPT11. Just examine me to hear my wisdom. If you must, you may also ask me questions as you would another person. ASK TARDIS about ENTANGLEMENT

[Your score has just gone up by two points.]

>X IT
Do you think I’m going to help you? I’m feeling kind of wonky. You should reboot me.

Can we do that?

>REBOOT COMMUNICATOR
I only understood you as far as wanting to reboot.

>REBOOT
How would you like me to do that?

I guess we might need to find the actual TARDIS computer (wherever that is) rather than just the communication in order to be able to reboot it. But we were given a suggested topic of conversation:

>ASK TARDIS ABOUT ENTANGLEMENT

In quantum mechanics, we have the concept of entanglement. This is where two particles are mysteriously connected. The state of each particle depends on the other, but neither condition is clear until one is observed. I’ll keep it simple. Pretend we have one orange sock and one purple sock. We wrap them both up and you return to America. As soon as you unwrap your sock and look at it, you immediately know that my sock is the other color. The two socks are entangled. By observing your sock, you know the color of my sock. Einstein called this spooky action at a distance. With quantum communication, I have the potential to move data at faster than light speed by using entangled atoms. If I can force my sock to be orange, then I know your sock will have to be purple. It is a phenomenon known as nonlocality. As far as the universe is concerned, they are no longer distinct socks, they are a single interconnected system, they just happen to be in different places in the universe. Unfortunately, as soon as you observe the state of the source “sock”, the entanglement is broken, and hence, faster than light communication fails. But Cassie is trying to find a way to force a state without breaking entanglement.

My physics education stopped short of quantum mechanics, but as I understand it, this is an essentially correct layperson’s explanation of quantum entanglement. The description of what Cassie (whoever she is?) is trying to do in the last sentence would (I think) be a world-shaking scientific breakthrough. But of course every global intelligence agency needs a genius inventor to funnel world-shaking scientific breakthroughs into producing cool spy gadgets.

Anyway, maybe TARDIS can help fill us in on some other stuff?

>ASK TARDIS ABOUT MARTIN

He’s the boss. A very capable fellow who has connections around the world, including at the White House. He and Cassie used to go out, but the whole human emotion thing is beyond my programming.

>ASK TARDIS ABOUT CASSIE

She is a Professor at Oxford university, a brilliant Quantum Scientist and an world renowned expert on time, as in the time continuum. In fact, she calls her lab the continuum.

Okay, so we have a mini brief on two of (presumably) the members of Quotient here. Finding Martin is our current mission (hopefully he’s somewhere at least vaguely in the vicinity); I imagine there’s a good chance we’ll run into Cassie at some point as well.

(Probably an irrelevant coincidence: according to @mathbrush, “a world-renowned expert on time” is how Gustav Ernst is described in Andy Phillips’ game Time: All Things Come to an End. Gustav Ernst subsequently reappears as the antagonist of Inside Woman, the game from my previous Let’s Play!)

>N

Smokehouse
An old ivy-covered smokehouse surrounded by a bowling ball garden.

You can go east, west, or south. (or just type EXITS at any time to see which way you can go.)

A rusty shovel is here. It looks like it would only work in sand.

Am I meant to know what a bowling ball garden is? Is this just a thing that is immediately familiar to everyone else? Does it just mean that there are some bowling balls lying around on a patch of grass? Is everyone who visits my home silently judging me for not decorating it with one of those ball return racks where they emerge from the floor after you bowl?

>X BOWLING BALL GARDEN
The bowling balls are many different colors. There are 4 in total, an 8 lb, 15 lb, 16lb and 23 lb.

I’ve never seen Lost, but I’m pretty sure I recognise that sequence of numbers as a reference to something from it. Is that just a coincidence?

>TAKE BALLS
They are an integral part of the garden, and are just for your visual pleasure.

>TAKE SHOVEL
You take the shovel and examine it carefully.

Looks like an ordinary shovel to me.

Time to move on; I’m slightly confused as to whether we’re inside the smokehouse, or just outside it. Let’s see where we end up if we go west.

>W

Darkness
The old barn is very dark inside. A small sliver of light peeks through the roof and splinters into small slivers providing little illumination. A flashlight would help.

Wouldn’t be an IF treasure hunt without a light source puzzle.

>E

Smokehouse
An old ivy-covered smokehouse surrounded by a bowling ball garden.

You can go east, west, or south. (or just type EXITS at any time to see which way you can go.)

>IN
You can’t go that way.

I’m going to assume for now that this means we’re already in the smokehouse.

From here, you can go south, east, and west.

>E

Yard
A large yard with a hammock, and a place where a great bonfire once stood.

You can go west or south. A cornfield lies to the north.

Desmond, Sarah’s husband, the CTO at BrightStar, and a key ally in the mission against the Quantum Contingent is here.

You can also see some kindling here.

We’ve found Desmond! But who is Desmond? Do we know him? And for that matter, who is Sarah? What is BrightStar? Who (apart from, presumably, the bad guys) are the Quantum Contingent?

>X HAMMOCK
A hammock! A great place to rest after sleuthing.

>LIE IN HAMMOCK
yourself can’t lie on Hammock.

We were told that the TARDIS communicator might be a useful source of information, so let’s see if it can shed any light on some of those questions from a couple of paragraphs ago.

>ASK TARDIS ABOUT DESMOND

Desmond is Sarah’s husband. Not a spy, but a nice guy who like s’mores.

>ASK TARDIS ABOUT SARAH

Sarah is the penultimate agent. If you couldn’t pick me to be on your team, you’d pick Sarah.

>ASK TARDIS ABOUT BRIGHT STAR

I’m at a total loss. Did you reboot me yet?

My phone autocorrected “BRIGHTSTAR” to “BRIGHT STAR”, so let’s try again:

>ASK TARDIS ABOUT BRIGHTSTAR

hmmm, I am a very capable computer and I still don’t know what you are asking about!

That sounds like a generic “I don’t know what that is” message.

>ASK TARDIS ABOUT QUANTUM CONTINGENT

I’m at a total loss. Did you reboot me yet?

So does that. Are we actually meant to reboot TARDIS in this game, or is that just something it likes to say when it can’t be bothered to tell us about whatever it is we’re asking about?

Let’s see if Desmond himself comes up with anything useful:

>ASK DESMOND ABOUT SARAH

She’s my fiancee, she knows a lot more than me.

The game describes Desmond as “Sarah’s husband”, but Desmond says Sarah is his fiancee. This could be one of these things where the PC just thinks of them as being married because they’ve been together forever, even though they haven’t actually tied the knot yet … or Desmond has lost his memory and regressed to a point in his life before his wedding. Are we likely to be able to determine which of these is true?

>ASK DESMOND ABOUT S’MORES

Desmond looks at you quizzically, “I don’t know much about that.”

The only other fact we’ve been told about Desmond fails to produce anything interesting.

There was also some kindling here:

>TAKE KINDLING
You take the kindling and examine it carefully.

This would burn if you had a small fire to get it started.

I don’t think we’ve seen anything that we could use yet to light the kindling on fire, although there was a promising-looking fireplace inside the house where we might want to light a fire if we had the wherewithal to do so.

>S

Headquarters Entrance
You stand before a massive old home with tall clay-shingled clapboard turrets stretching up into the sky. An expansive old-fashioned porch sprawls across the entire front of the mansion. Wooden porch swings dangle from chains, rocking gently in the sweet-smelling breeze scented by the surrounding old-growth lilac and magnolia bushes.

The house is directly in front of you to the west. There are steps down into a cellar here, a yard to the north, some parking to the southwest, and you can go back up the lane to the east.

And we’ve now come full circle. The only directions left to explore are into the corn (accessible either from the yard or from the lane), or down into the cellar.

>D

Old Cellar
On the side of the house, two old-fashioned cellar doors angle off the ground. After humming a quick tune and smiling for the hidden cameras, the vault-like locks on the doors release. Heavy tempered steel doors swing open to reveal rickety steps leading down to an old brick and moss-lined cellar. You cautiously head down into the cellar

I assume that the tune we had to hum in order to unlock the cellar doors was part of whatever information we were given when we received our invitation to join this global, independent spy agency.

Speaking of which, how does an independent spy agency work? The obvious interpretation is that Quotient is a for-profit enterprise, which means that either they (we?) accept contracts to spy on people’s secrets for money, or else do the spying speculatively and then try to monetise the results. Both of those sound kind of sketchy and likely to end up with Quotient working for less-than-morally-impeccable people at least some of the time. But I’m pretty sure that Quotient are supposed to be the good guys, so I’m going to go for the alternative interpretation, which is that Quotient is like International Rescue, bankrolled indefinitely by some philanthropic billionaire and able to devote all of its spying resources to fulfilling their chosen social mission, which is hopefully something like preserving democracy or combating authoritarian regimes. Or fighting against the Quantum Contingent, whoever they turn out to be?

Where was I? Oh, right, halfway through the description of a cellar:

You return outside by going back up the stairs.

An old set of shelves is here, filled with seashells.

Two old paint cans are here side-by-side like a set of dilapidated bongos.

>X SHELVES
A heavy set of shelves that looks like it might conceal something.

This feels like a half-formed attempt at a tongue twister: “she stacks seashells on the old shelves.”

>X SHELLS
A beautiful selection of old conch shells, lightning whelks, alphabet cones and lion’s paws.

>SEARCH SHELLS
You find nothing of interest.

>TAKE SHELLS
That’s hardly portable.

>X CANS
These look like they’d make drum sounds if you tapped on them.

Entirely sincerely: I do love it when a game tells me to do something like this.

>TAP CANS
You tap the top of the old paint cans with a rhythmic sequence, causing the set of shelves to slide sideways, allowing you to pass down to a secret passage.

>ENTER PASSAGE
You can’t see any such thing.

I guess “pass down to a secret passage” is telling us which way to go, then?

>D
Darkness
It is pitch dark, and you can’t see a thing.

The secret door locks behind you.

Oh no!

It feels like I’ve written a lot in this first proper installment, so I’m going to leave it at that cliffhanger for now. I’ve already played a little further than this, so by all means start making suggestions for things that we should try, but they won’t be the very first things we do in the next segment. But I get the sense that there are a lot of incidental puzzles scattered around this game (it calls itself a treasure hunt, after all), so having as many additional pairs of eyes as possible looking for connections or hints that I might not have picked up on would be very welcome!

5 Likes

Thank you Adam for the entertaining opening tour. I will say that 107 points is just because my favorite number is 107… for no particular reason. Perhaps I have always liked it because it had a similarity to James Bond’s 007.

If you need any hints, I will be following along!

Greg

2 Likes

A couple of other background items… yes, rediwhip is a strange american thing… essentially whipped cream that you can shoot out of a can.

2 Likes

And… the bowling ball garden is just that… some colorful bowling balls sitting in an ivy patch. The farmhouse is based on my sister’s old farmhouse, where she did indeed have a bowling ball garden. You successfully extracted the clue from said garden.

2 Likes

This is fun, thanks for starting this let’s play up!

4 Likes

Huh! I’m not sure quite what I was expecting out of a game based on a series of novels, but I don’t think it was this.

3 Likes

It is a tongue-in-cheek zork-inspired version of the novel universe. The novels are of the more traditional, technothriller set of spy novels. Many location descriptions are derived from the novel text, and the characters are the ‘same’ but not as developed as they are in the books.

Part 2 - Welcome to Quotient

We ended the last update by venturing down the steps into the cellar, whereupon a door shut and locked itself behind us! So, where have we ended up?

>LOOK
Darkness
It is pitch dark, and you can’t see a thing.

Can we get out?

>U
(first opening Set of Shelves)
(first unlocking Set of Shelves)
You lack a key that fits Set of Shelves.

>S
It is pitch dark, and you can’t see a thing.

>D
It is pitch dark, and you can’t see a thing.

It’s not really clear what we should be aiming to do stumbling around here in the dark, but maybe the game can give us a hint about where we can go?

>EXITS
From here, you can go west and up.

>W

Inner Sanctum
After passing through two sets of automatic reinforced sliding doors, you walk into the bowels of Quotient. The interior is sleek and modern, contrasting sharply with the old-fashioned exterior. This antechamber is filled with advanced technology, powered by its own solar farm and connected by a low earth orbit (LEO) satellite network. This is the nerve center of Quotient, the highly secretive, fully independent spy agency.

A conference room is to the west.

Here we are! We found our way to the top secret base after all! The name “Quotient” is highlighted in the room description, implying that we should be able to examine it even though Quotient is an organisation rather than a concrete physical object.

>X QUOTIENT
Quotient was founded by Martin Austin and is a global, independent spy agency. Their secret power is their Quantum Computer, known as TARDIS. It gives them amazing surveillance and intelligence capabilities by rendering most forms of encryption useless.

Okay, we knew most of this, although Martin’s surname is new. And we got distracted when TARDIS was introduced by asking it questions about the people we’ve encountered, but it was originally described as an “incredibly intelligent quantum computer”.

>X TECHNOLOGY
This is some serious tech. I’m not talking about a smartphone and a PC.

I think I can recognise an “I need to tell you that this is here, but I don’t want you thinking that you should actually be interacting with it” message when I see one! There doesn’t seem to be anything of real substance here, so let’s move deeper into the bowels of the secret headquarters.

>W
Conference Room
A stark polished stainless-steel table dominates the center of the room, surrounded by comfortable chairs. Monitors and touch panels line the walls. This is where the most critical missions are planned and executed.

Martin’s office is to the north and a hallway is to the west.

On the stainless-steel table are a digital notepad and a stylus.

A secure communication device, or SCIF, is here. It is used for connecting with the President.

Sarah, Jack’s fearless sister, is here. She is always ready to dive into danger and is a highly skilled agent with a deep bond with her brother. At twenty-two, she was the youngest member ever to join this elite group.

You can also see a meeting chair here.

Sarah looks up from her computer and says, “Hey! You made it. I didn’t expect to see you here so soon. Welcome to the team! You just missed Martin. He’ll have your assignment. I’m headed to Cleveland asap.”

Something about Sarah reminds you of Family.

Okay, there’s a lot to do in this room, so … sorry, Sarah, but you’re going to have to wait for us to finish with the things that are listed before you in the room description first. Otherwise I’ll almost certainly end up overlooking something.

>X TABLE
Highly polished and pristine. Otherwise, it’s just a table.

On the stainless-steel table are a digital notepad and a stylus.

>TAKE NOTEPAD
You take the digital notepad and examine it carefully.

It’s like an iPad. Someone has used it to take notes. You can use it for notes too. Use the READ command to read the notes.

The digital notepad is currently switched on.

Sounds like this might be an in-game note-taking device?

>READ NOTEPAD

Cassie’s crystal stolen… Last known whereabouts, Africa. Suspect the Lion.

>TAKE STYLUS
You take the stylus and examine it carefully.

A stylus for taking notes on a digital notepad. You can write your investigative notes on the ipad for reference. (WRITE clue I found ON IPAD and READ IPAD)

Definitely sounds a lot like a note-taking device. I don’t know if we’re likely to need it given that we have a transcript of the whole game anyway, but you never know.

>X MONITORS
The monitors show many different things. One shows a map of the world with markers on different points around the globe. The other shows a 24-hour news station. A third is streaming Rocket League; the car with the succulent on top just scored!

>X PANELS
The touch panel’s control things like monitors that drop from the ceiling, mood music, and many other spy-like things, but they only respond to Martin’s touch, so they aren’t much use to you.

>X SCIF
This secure communication device, or SCIF, is state of the art. It is not only secure, it also projects a hologram of people in the Oval Office into the conference room. It is primarily used for connecting with the President.

The SCIF is currently switched off.

So Quotient is nominally independent—that is, I assume, independent of national governments—but has a direct line to the President of the United States? (Unless there’s some other country with a President and an Oval Office, but I don’t know of one offhand.)

>TAKE IT
That’s fixed in place.

>TURN IT ON
You flip the switch on the device, and a hologram of President Bridget O’Connor and Prime Minister Jason Stevenson appears.

Oh, just like that, we have a direct line to the President. If the mention of the Oval Office hadn’t led us to the conclusion that this was the President of the United States, there are plenty of governments that this could be referring to which have both a President and a Prime Minister—but as it is, I’m going to assume that this is the Prime Minister of the UK?

So can we just strike up a conversation?

>PRESIDENT, HI
The President has better things to do.

What topics might the President be most readily drawn on?

>ASK PRESIDENT ABOUT DEMOCRACY
There is no reply.

>ASK PRESIDENT ABOUT CLIMATE CRISIS
There is no reply.

Actually, wait, we haven’t examined either of these people yet:

>X PRESIDENT
President Bridget O’Connor is a strong, insightful leader with a deep understanding of national security. Her friendship with Martin was rumored to be more than just a friendship when they were in college together. Earlier in her career she ran the NSA. (She’s also reported to be a good dancer). “Hello,” the President says with a smile.

>X PRIME MINISTER
Prime Minister Jason Stevenson is an experienced leader with a deep understanding of European state affairs as well as genetics. He is a skilled martial artist and has been known to relax in front of a videogame at times. “Hello,” the Prime Minister says with a smile.

Having them both say “hello” but otherwise unwilling to engage in any kind of conversation is a little creepy; are they both just staring at us and waiting for us to say the right thing? Maybe they’d like to know what’s up with our current mission?

>TELL PRESIDENT ABOUT CRYSTAL
This provokes no reaction.

This silence is getting awkward; let’s close down the connection for now until we have some inkling of what we might need to talk to either of these people about.

>TURN OFF SCIF
You switch off the SCIF, and the hologram disappears.

>X CHAIR
It’s a contemporary-looking office chair.

>SIT IN IT
You sit in the chair and take in the view of the conference room. It’s quite a room!

yourself are now seated on the meeting chair.

And finally it’s time to turn our attention to Sarah. Earlier we were introduced to Desmond as “Sarah’s husband”; now we’re told that Sarah is “Jack’s fearless sister” … where will the chain of people-defined-in-terms-of-their-relationships-to-other-people end?

>X SARAH
Sarah is Jack’s younger sister, known for her fearless attitude. She is an amazing agent at Quotient. Sarah was recruited into Quotient while she was while she was an undergraduate at Hertford College in Oxford. Sarah did her graduate work in history and economics. She is athletic, intelligent, and a great agent for Quotient.

She was a Rhodes Scholar, and a star student. Her undergraduate degree was in modern languages. She is fluent in four and dabbled in many others. Her language skills, sharp mind, and athleticism made her a great candidate when Quotient started looking for agents. The Rhodes Scholarship got her included on the list of prospective agents, but her skills resulted in her selection. She had studied dance since she was a child and had transitioned those skills to the study of Chinese martial arts.

So it’s not clear if we’ve ever actually met Sarah before, but let’s see if she’s on board with having us here as the newest (probationary?) member of Quotient.

>ASK SARAH ABOUT MISSION

We must get to the Continuum and power up the console. I’m going to Cleveland to look for a way to contain a powerful energy source to power the console. Anything else is an unknown at this point.

>ASK SARAH ABOUT CONTINUUM

The Continuum is what Cassie calls her lab.

>ASK SARAH ABOUT CRYSTAL

Cassie needs it to power something, but it needs a containment chamber.

>ASK SARAH ABOUT LION

The lion is Robert Clayton. A member of the Quantum Contingent.

>ASK SARAH ABOUT QUANTUM CONTINGENT

The Quantum Contingent is a criminal organization whose members attempted to become immortal, and was willing to blackmail the world superpowers using their own Quantum Computer based on Quotient’s computer design. They were stopped by Quotient in 2028.

Well, that sounds like good evidence in support of our hypothesis that the Quantum Contingent are the bad guys. I’m guessing that this scheme of theirs to become immortal and take over the world might be the plot of the novel The Quantum Contingent?

>ASK SARAH ABOUT TARDIS

Tardis is our computer. It is in space. My brother, Jack, designed it.

Keeping your hyper-intelligent quantum computer in space has definite cool factor, although I’m not sure that I see the practical upside.

>ASK SARAH ABOUT JACK

I am very protective of my brother, Jack. We are quite close.

>ASK SARAH ABOUT DESMOND

I love Desmond, he’s my husband.

Alright, obvious avenues of conversation exhausted, let’s keep exploring the HQ. Martin’s office, to the north, is presumably where we’ll get the mission briefing, so let’s poke around the rest of the facility first.

>W
(first getting off the meeting chair)
Sarah heads out the door at almost the same time you do.

Hallway
A stark hallway, with a modern flair and a captivating abstract painting.

You can go south, east, or west.

A cold suit in your size is here.

Martin is standing here quietly. He is one of the original founders of Quotient. In his late 50s, Martin is a tall, fit, and sharp-minded leader. He has salt and pepper hair. He is still as fit as when he was thirty-five. He looks to be in deep thought.

So Martin wasn’t in his office after all. Here’s the one person we’ve heard mentioned so far who isn’t defined in terms of his relationship to someone else; the way Martin has been presented to us, he’s pretty much the embodiment of Quotient as an organisation.

>X MARTIN
Martin is one of the original founders of Quotient. In his late 50s, Martin is a tall, fit, and sharp-minded leader. He has salt and pepper hair. He is still as fit as when he was thirty-five. His deep blue eyes seem to dart around the room. He is always calculating escape routes, staying alert for threats, or just unexpected surprises. This was an old habit that didn’t go away just because he was now in a highly secure Quotient facility. As the original founder, he knew more about the history of Quotient than anyone. What he had started as a quantum computing initiative had turned into a global, independent spy agency.

I didn’t spot the mixed tenses in this paragraph when I was playing through this segment originally, but I recall @simpsong00 noting that some of the descriptions of the NPCs in the game were based on passages from the book; I wonder if that’s what happened here.

>MARTIN, HI
Martin has better things to do.

Well, right at the start of the game, we were told to find Martin and get briefed on the mission, so I guess it’s time to do that at last.

>ASK MARTIN ABOUT MISSION

We need to help Cassie with her experiment. That means, rebooting the computer and getting to the Continuum to help her with her quantum console. Jack, Sarah and Kara are working on some other things required for the experiment to work. Only Cassie understands everything.

>ASK MARTIN ABOUT CASSIE

Cassie is very dear to me. I’ve known her since I was her student at Oxford.

So we also had a mention of Kara thrown in there; who’s that?

>ASK MARTIN ABOUT KARA

Kara really proved herself during The Quantum Contingent Mission

>ASK MARTIN ABOUT QUANTUM CONTINGENT

The Quantum Contingent is a criminal organization whose members attempted to become immortal, and was willing to blackmail the world superpowers using their own Quantum Computer based on Quotient’s computer design. They were stopped by Quotient in 2028.

That’s the same line that Sarah gave us; I wonder if Quotient have a press pack on the Quantum Contingent that all of their agents are working from?

>ASK MARTIN ABOUT JACK

Jack is like a son to me.

>ASK MARTIN ABOUT SARAH

Sarah is like a daughter to me.

But they’re not actually your son and daughter, right? I feel like some kind of more detailed bio of Jack is the missing piece in terms of how all these people link together.

>ASK MARTIN ABOUT CRYSTAL

Martin narrows his eyes. “Do you have any important questions?”

I was only hoping to know something about the crystal that’s required for this vitally important experiment but has apparently been stolen by an African crime lord with links to the Quantum Contingent … sorry for not focusing on the really important stuff!

Anyway, there’s also a painting here:

>X PAINTING
It is a beautiful painting with bright teal and orange accents. Some say it reminds them of a skyline. Whether it is the skyline of a city, or a type of chili is unknown.

I would love to see this painting which some people interpret as a skyline and some people interpret as a chili, but unfortunately this isn’t one of the nine illustrations included in the game.

>TAKE SUIT
You take the cold suit and examine it carefully.

The cold suit looks a lot like a diver’s wetsuit, but it makes you appear to be the same temperature as the ambient air around you. This renders you invisible to infrared sensors.

We hadn’t picked up any cool spy gadgets yet, so a suit that makes you invisible in the infrared seems like a promising start!

>WEAR IT
You put on the cold suit.

We bypassed Martin’s office originally, but since we’ve now run into Martin, we should probably go check it out, so we return to the conference room and go north:

Martin’s Office
This is Martin’s office. Martin is the founder of Quotient. The office contains a beautiful teak desk with a leather chair and has a built-in bookcase. The room has a coffered ceiling. There is a photo on the wall.

You may return to the conference room to the south.

You can see a leather chair and a book here.

>X DESK
A deep, satin-lustrous teak, with a curved outcropping. The finish is pristine, and there is an inlaid wood decoration where the keyboard and mouse sit. It features three drawers: top, middle, and bottom.

I wonder which drawer I should look in first.

>OPEN TOP DRAWER
The drawer slides open, but there is nothing whatsoever inside.

>OPEN MIDDLE DRAWER
You struggle to open this one a bit more quietly, conscious all the time of noise… but no, it’s empty. Just stands to reason.

>OPEN BOTTOM DRAWER
You open the bottom drawer, revealing an iron key.

>TAKE IRON KEY
You take the iron key and examine it carefully.

The head of the key bears the image of a polar bear.

Keys are always useful, but we’ve definitely not seen any locks adorned with polar bears yet, right?

>X BOOKCASE
There is one book that catches your eye. Dreamcatchers.

>READ DREAMCATCHERS

Thirteen-year-old Allie loves capturing her dreams in her dream journal until one morning when she wakes up to realize she hasn’t dreamed in weeks. In order to rescue her dreams, she must go looking in the place where they are born- Neverland.

Dreamcatchers is a middle grade novel perfect for kids, or for anyone who never wants to grow up

>TAKE IT
You take the Book, Dreamcatchers. and examine it carefully.

It’s the book Dreamcatchers, by Bridget Simpson. (Rumor has it, some of it was written in The Lost Lodge.)

[Your score has just gone up by two points.]

Looks like this middle-grade novel is one of our treasures! I don’t think we’ve seen any previous reference to the Lost Lodge; I wonder if that’s important?

>X CEILING
The coffered ceiling has many ornate squares, each the size of a trap door.

>X SQUARES
You can’t see any such thing.

>OPEN CEILING
It isn’t something you can open.

I assume there must be some reason that the coffered ceiling is implemented specifically, but I can’t think of any obvious ways of interacting with it right now, so let’s leave it be.

>X PHOTO
This photo appears to be of the hatch from the TV Show Lost. Perhaps inspiration for a code?

Still never seen Lost, but that’s where those numbers in the bowling ball garden come from, right? Not that we’ve yet seen anywhere to use a code if we did have one.

Let’s just check that we correctly interpreted the points we scored for picking up the book:

>I
Treasures:
 a Book, Dreamcatchers
 a Tardis Communicator
 a Deck of Cards
Treasured Food and Drink:
 a Can of Rediwhip
Everything else:
 an iron key
 a cold suit
 a stylus
 a digital notepad
 some kindling
 a shovel
 a Leaflet
 a loaf of bread
 a paring knife
 a map
 a watch
 emotional baggage
  Family
 days gone by

Oh, we picked up a new memory earlier that we’ve not checked yet:

>THINK ABOUT FAMILY
Sarah does remind me of my family, must be the hair. According to the briefing I read before I came, her brother is Jack…

We knew Sarah’s brother is Jack, but we’ve not been given a description of her hair yet, so what’s that part about?

>X CHAIR
It’s a sumptuous leather chair with thick memory foam padding, making it appear very comfortable.

>SIT IN IT
Oh yes, it is very comfortable. You swivel back and forth in the chair, pretending to be Martin.

yourself are now seated on the leather chair.

>STAND UP
yourself get off the leather chair.

There’s nothing obvious left to do here, so we head back to the corridor and go south to:

Medical Center
A facility for treating injuries and conducting medical research.

You can only go north from here.

You can see an iron cage (closed) (in which is a puzzle piece) here.

>X CAGE
Made of broad metal bars, as thick as snickers bar, and heavily reinforced. There are marks where someone tried to break in. In the cage is the puzzle piece.

In the iron cage is a puzzle piece.

We have an iron key, so let’s try that:

>OPEN CAGE
(first unlocking the iron cage)
(with the iron key)
You open the iron cage.

>TAKE PUZZLE PIECE
You take the puzzle piece and examine it carefully.

Something has been written on the piece, but it is too small to make out.

>READ IT
There is no text there to read.

Maybe once we add the piece to the puzzle, we’ll be able to interpret the text somehow? The rest of the puzzle is upstairs in the farmhouse, so we might as well go and check it out, except …

Darkness

>U
(first opening Set of Shelves)
(first unlocking Set of Shelves)
You lack a key that fits Set of Shelves.

Oh, right. We’re still currently trapped inside the secret headquarters. Hopefully we’ll come across a way to get out in due course, since otherwise we’ve almost certainly locked ourselves out of something here. (The game doesn’t mention a cruelty level, so I’m not going to expect mercy; on the other hand, it’s not like we’ve done anything so far which would be particularly challenging to replay.)

So, the only remaining avenue of exploration is west from the corridor where we met Martin, which brings us to:

Hyperloop Station
A sleek, futuristic station with a pod that can whisk agents to distant locations in minutes. The hyperloop connects to a secluded airstrip, ensuring rapid deployment for urgent missions.

You can return to the east or enter the Pod.

You can see a Pod (empty) here.

>X POD
The Pod is sleek and shaped like a jellybean. You can enter the pod, but there do not appear to be any controls.

Looks like there’s only one thing for it then!

>ENTER POD
Whoosh… You take off from Hyperloop Station and travel in the hyperloop pod to the Airstrip. The hyperloop slows to a stop and the doors of the sleek pod open silently. After ascended a flight of steel stairs you emerge above ground in the middle of a patch of long-needled white pine trees, just a few feet from the secluded airstrip.

Airstrip
This hidden airstrip is exclusively for Quotient. The Quotient Jet is housed here. It is the fastest non-military jet in the world.

The only way to leave the airstrip is via the jet or the hyperloop.

One of Quotient’s jets is here primed and ready.

You can also see a Pod (empty) here.

Well, we were led to expect that we ought to be finding a jet at some point; we already have a list of exotic destinations we can fly it to!

>X JET
(the Quotient Jet)
The Quotient Jet is a matte-black Gulfstream 950ER Superjet. It has what appears to be a small circular shelf on top of the cockpit. It features a custom interior featuring a conference table with a holographic projection screen. It also has a bedroom, and the treat cupboard is stocked with fresh chocolate-covered strawberries.

I love the fact that the game takes it as the most natural thing in the world that this state-of-the-art spy jet has a treat cupboard.

>EAT STRAWBERRIES
You can’t see any such thing.

Oops, getting ahead of ourselves.

>ENTER JET
(the Quotient Jet)
You get into the Quotient Jet.

A user manual for the jet is here.

In the Quotient Jet you can also see a treat cupboard (closed).

>TAKE MANUAL
You take the manual and examine it carefully.

It’s a very short user manual since the jet is fully autonomous. You can read it if you want.

>READ IT

To fly the jet, say FLY TO location, as in FLY TO CVG

Why do pilots need to do all that training anyway?

>OPEN CUPBOARD
You open the treat cupboard, revealing a gold key and a chocolate-covered strawberry.

>TAKE GOLD KEY
You take the gold key and examine it carefully.

The key is a unique shape. It has a cylinder barrel with various bumps and protrusions.

Very nice, but we’re really here for the strawberries.

>TAKE STRAWBERRY
You take the chocolate-covered strawberry and examine it carefully.

It is an exquisite, dark-chocolate-covered strawberry. The bright red berry peaks over the top of the chocolate jacket and the green stem makes a perfect handle.

This strawberry sounds really nice, so I was expecting it to count as “treasured food and drink”, but we didn’t get any points for picking it up, and a look at our inventory confirms that it’s listed along with the rest of our mundane possessions.

I’m sure we shouldn’t, but I can’t resist:

>EAT IT
Yum! You can’t help but take another one.

>I
Treasures:
 a Book, Dreamcatchers
 a Tardis Communicator
 a Deck of Cards
Treasured Food and Drink:
 a Can of Rediwhip
Everything else:
 a chocolate-covered strawberry
 a gold key
 a manual
 a puzzle piece
 an iron key (which opens the iron cage)
 a cold suit
 a stylus
 a digital notepad
 some kindling
 a shovel
 a Leaflet
 a loaf of bread
 a paring knife
 a map
 a watch
 emotional baggage
  Family
  days gone by

Oh, phew. The message when we opened the cupboard made me think there was only one strawberry in there, but it seems like there’s an indefinite supply.

We take a brief diversion at this point to check whether the gold key will let us get back out of the secret headquarters to the rest of the farmhouse, but it doesn’t, so it looks like the next thing to do is to take the jet for a spin! Which of the locations on the map should we check out first?

  • Lunken Airport, Cincinnati
  • Burke Lakefront Airport, Cleveland
  • Andrews Air Force Base, near Washington, DC
  • Arusha Airport, Tanzania
  • Spaceport (location unlisted)
  • Hidden Airbase, Oxford, UK
0 voters
4 Likes

I struggled with this too, but eventually realized you’re meant to start by TALKing TO the various characters - it definitely works for the President and PM, and there’s some stuff with Martin that I think you missed that’s probably worth digging into before you start zooming around.

Oh, and there is a way to get back to the opening area, but I don’t think it’s actually mentioned - go up from Martin’s office once he’s in it.

2 Likes

Now that you point it out, I can kind of see how it connects with the messages we got about finding the tunnel under the rug but needing Martin’s help to navigate it, but how the heck did you discover this in the first place?

1 Like

I got stuck and looked at the map on the IFDB page :slight_smile: Hopefully that’s not too spoilery, but it is required to be able to get back there and it feels like deducing that there’s an opening there isn’t meant to be a puzzle.

I figured it out by examining the ceiling (since it’s called out specifically in the room description)—its description heavily hints at that. IIRC you can also ASK MARTIN ABOUT TUNNEL.

I also didn’t realize that you could navigate the underground base before finding a light source, but I guess in retrospect it makes sense that you can since you’d be softlocked otherwise.

3 Likes

You were correct to deduce that the mixed tense was where I cut and pasted some novel text and missed fixing the tense to match the game.

Also, as Mike said ‘talk to NPC’ is an important mechanic, and you may need to repeat the command multiple times to get to the end of a conversation.

Part 3 - Let’s get talking

@DeusIrae suggested that, before we go whizzing off in the jet, we should try interacting with some of the NPCs using the command TALK TO, so this is a fairly quick update to try that out and also pick up on a couple of other things we didn’t do earlier.

Note for first-time parser authors: if you’re expecting players to use TALK TO, you almost certainly want to disable the other conversation verbs with a message saying something like “in this game, use TALK TO to talk to other people”. Very few games use both modes of interaction, so many players who get a response to ASK or TELL won’t bother trying TALK.

Anyway, before we try talking to anyone, we never examined the pile of leaves:

>X LEAVES
Um, a pile of leaves, do you want to count them?

>YES
That was a rhetorical question.

You’ll never defeat a dragon with your bare hands at that rate!

>COUNT LEAVES
There are 69,105 leaves here.

Just as we suspected!

Then we head to the yard to see if we can get anything new from Sarah’s husband, Desmond:

>X DESMOND
Desmond is Sarah’s husband and the CTO at BrightStar. He is not a spy but is supportive of the team in his own way. He is holding a flint and a steel striker.

>TALK TO DESMOND
“Hey,” you say casually.

“Hello, Beautiful day eh?” he replies seemingly distracted.

I don’t think we noticed the striker before; we’re probably going to have to light a fire at some point, so hopefully that will come in handy.

>ASK DESMOND FOR STRIKER
Desmond has better things to do.

>ASK DESMOND ABOUT BRIGHTSTAR

Desmond looks at you quizzically, “I don’t know much about that.”

I’m choosing to read this as a subtle swipe at the knowledge C-suite level executives have of their own companies.

Back to our first encounter with Sarah in the conference room:

>TALK TO SARAH
“Hi, there,” you say confidently.

“Hi, Welcome to the team.” she replies with a smile.

Nice of her, but we didn’t really get anything new out of this interaction. Let’s try the world leaders:

>TURN ON SCIF
You flip the switch on the device, and a hologram of President Bridget O’Connor and Prime Minister Jason Stevenson appears.

>TALK TO PRESIDENT
“Hello Madam President”

“Hello. I heard Martin has recruited you?”

He has, but it’s not clear how we carry on this conversation:

>TELL PRESIDENT ABOUT RECRUITMENT
This provokes no reaction.

>TELL PRESIDENT ABOUT MARTIN
This provokes no reaction.

>ASK PRESIDENT ABOUT MARTIN
There is no reply.

Let’s try the PM:

>TALK TO PRIME MINISTER
“Hello Sir.”

“Hello. I heard you are attempting to help Professor Eaton”

This would make sense if Eaton is Cassie’s surname, although we haven’t seen anything to confirm that yet.

>ASK PRIME MINISTER ABOUT EATON
There is no reply.

>ASK TARDIS ABOUT EATON

I’m at a total loss. Did you reboot me yet?

Hopefully we can confirm that later somehow; it’s probably not that vital anyway since we already know about Cassie and her experiment.

Finally, we can properly introduce ourselves to Martin:

>TALK TO MARTIN
Hello Agent, I’m glad you arrived. I’ll brief you in my office, after you show me the puzzle piece.

>SHOW PUZZLE PIECE TO MARTIN

“Excellent work. Now that you have successfully ransacked my office, let’s go catch you up on the mission.”
— Martin heads to his office

So this was a test, to make sure that the new recruit did immediately start poking through everything in the base for hidden secrets? Maybe anyone who doesn’t do that is kicked out for not having sufficiently strong spy instincts?

Also, it occurs to me that the iron key from Martin’s desk already turned out to unlock the cage from the medical room, but that means we never found the significance of the polar bear. Maybe the cage was originally for confining polar bears? Or, wait, are polar bears another reference to Lost?

Martin’s Office
This is Martin’s office. Martin is the founder of Quotient. The office contains a beautiful teak desk with a leather chair and has a built-in bookcase. The room has a coffered ceiling. There is a photo on the wall.

You may return to the conference room to the south.

Martin is standing here quietly. He is one of the original founders of Quotient. In his late 50s, Martin is a tall, fit, and sharp-minded leader. He has salt and pepper hair. He is still as fit as when he was thirty-five. He looks to be in deep thought.

You can also see a leather chair here.

Martin smiles when you walk in.

“Welcome to the team. Your mission involves two things. One is simply treasure hunting. This will earn points toward your rank. While we were setting up this training mission, a real mission came in. This is the second and most important part of your mission. The Lion has escaped and interfered with Cassie’s time experiment. We need your help on this mission. It’s critical we help Cassie complete her experiment. All of our agents are already working it. There is no time to explain more, you’ll have to figure out the rest as you go. HQ has been locked down. When you are ready to leave, you’ll need to leave by Hyperloop or by the Escape Hatch. Good luck.”

It’s probably a good thing that @DeusIrae clued us in to the use of TALK TO, then, because I think this is our actual mission briefing. Isn’t it always the way, how when you’re trying to set up a fun scavenger hunt for the new recruit, some supervillain always escapes and steals the crystal needed for your time experiment while everyone is distracted?

Anyway, can Martin confirm for us that Cassie is the same person as Professor Eaton?

>ASK MARTIN ABOUT CASSIE

Cassie is very dear to me. I’ve known her since I was her student at Oxford.

>ASK MARTIN ABOUT EATON

Martin narrows his eyes. “Do you have any important questions?”

Guess not, never mind.

>ASK MARTIN ABOUT ESCAPE HATCH

It’s right over your head.

Ah, and here’s the hint about how to get back out of the locked-down HQ.

>U
Martin guides you through the escape tunnel.

The Farmhouse
You cross the porch of the old Victorian home and enter the dining room. A grape chandelier hangs above the long table. From the north window, you can see the lawn, the hammock and the fields past the hammock to the north.

You can go east to exit the house or continue west into the kitchen you see in the next room.

To one side of the room is a large oriental rug.

You can also see a long wooden table (on which is a jigsaw puzzle) here.

Well, now that we’ve made it back, we can do what seems like the obvious next step:

>PUT PIECE IN PUZZLE
You snap the final piece into place.

The puzzle is complete and the posters are very detailed, but they are too small to read without assistance.

[Your score has just gone up by five points.]

(In what I assume is a careful bit of puzzle sequencing design, we can’t get back here with the puzzle piece until Martin has shown us how to use the escape hatch, which means that we can’t accidentally lock ourselves out of further progress by putting the piece into the puzzle before showing it to Martin.)

I guess we’ll need to find a magnifying glass or something to be able to read the text on the puzzle, though.

Continuing our theme of “things we should have done earlier”, the HELP text prompted us to examine the TARDIS communication repeatedly, so let’s do that:

>X TARDIS
I hope you at least know you can shorten examine to just x. HELP will give you a few more tips if this is your first adventure.

>G
Every treasure is a clue… except food, I just like food.

Well, that checks out.

>G
Have you watched the TV Show LOST?

>G
What is your favorite song? I have a whole playlist for you to listen to! Unsupported browser

>G
Did you look at the scenery by the lane. You may find a path there you missed.

We did, but thanks for checking.

>G
You are still examing me? I hope you helped Desmond. He’s hungry. It won’t save the world, but you’ll at least get a yummy treat out of it.

I get the impression we need to help Desmond make his fire so that he can make the s’mores he keeps going on about, which are possibly one of our edible treasures?

>G
Have you read The Quantum Contingent? It’s one of my favorite books.

So I guess in this world, the book The Quantum Contingent exists and is a fictionalised version of Quotient’s struggle against the real Quantum Contingent?

>G
Have you examined Martin’s desk. It’s pretty nice. (as is the desk in the White House!) Of course, Aslan is pretty cool too, but I’m getting ahead of myself.

Wait, Aslan is in this game?

The final thing that was mentioned in the help text but that we haven’t done yet is viewing the song associated with each location. Happily, there’s a handy command to do this for all the locations that we’ve visited.

>PLAYLIST
The playlist of rooms you have visited is:

Security Checkpoint: Saturday In the Park, Chicago
Lane: Take Me Home, Country Road, John Denver
Corn Maze: Cornelia Street, Taylor Swift
The Gate: The Long and Winding Road, The Beatles
Headquarters Entrance: Can’t Stop the Feeling, Justin Timberlake
The Farmhouse: Castle on the Hill, Ed Sheeran
The Kitchen: Waffle House, Jonas Brothers
Parking: Big Yellow Taxi, Counting Crows, Vanessa Carlton
Fire Pit: Shivers, Ed Sheeran
Smokehouse: Wagon Wheel, Darius Rucker
Old Barn: Shut Up and Dance, WALK THE MOON
Yard: We Didn’t Start the Fire, Billy Joel
Old Cellar: Down Under, Men At Work
Secret Passage: Secrets, The Weeknd
Inner Sanctum: Theme from Get Smart, ??
Conference Room: Sara Smile, Daryl Hall & John Oats
Hallway: I Can See You, Taylor Swift
Martin’s Office: When I Kissed the Teacher, Abba
Medical Center: Teenage Dream, Katy Perry
Hyperloop Station: Long Train Runnin, Doobie Brothers
Airstrip: Getaway Car, Taylor Swift

Some of these seem pretty straightforward connections, like “Lane” → “Country Road”, “Yard” (where the bonfire is) → “We Didn’t Start the Fire” (although it now occurs to me, why isn’t Desmond building his fire in the fire pit?) and “Secret Passage” → “Secrets”, but if I stepped into a medical centre and the doctor burst out with “Let’s go all the way tonight!”, I have to imagine I might be taken aback.

Anyway, I thought I was ready to post this when @simpsong00 mentioned that we might need to TALK TO each of the NPCs more than once, so here we go again!

>TALK TO DESMOND
“Hey,” you say casually.

“Hello, Beautiful day eh?” he replies seemingly distracted.

>G
“I’ve been meaning to ask you about the mission,” you comment. “What do we do?”

“That’s a question for an agent.”

>G
"What are you doing out here?.

“I just want to make some s’mores while I wait for my wife, but I’m having trouble getting the fire started.”

>G
You decide against talking any further with Desmond right now.

Desmond seems like a pretty chill guy. Let’s hope we find a way to help him with his s’mores.

>TALK TO SARAH
“Hi, there,” you say confidently.

“Hi, Welcome to the team.” she replies with a smile.

>G
“I’ve been meaning to ask you about Martin,” you comment. “What’s he like?”

“Martin is legendary for his connections. He can call in favors from all over. And underneath that Marine-like exterior is a softie. He’s like a father to me.”

>G
"Thank you.

“Of course, Good luck.”

>G
You decide against talking any further with Sarah right now.

So apart from yet more confirmation that Martin is like a father to Sarah, not a whole lot new there, but maybe we’ll now be able to get a little further in our conversations with the Pres and the PM:

>TURN ON SCIF
You flip the switch on the device, and a hologram of President Bridget O’Connor and Prime Minister Jason Stevenson appears.

>TALK TO PRESIDENT
“Hello Madam President”

“Hello. I heard Martin has recruited you?”

>G
“Yes Madam President” you say.

“It is important work. Good Luck.”

>G
One of the President’s aides comes over and politely signals for you to move on.

I guess we shouldn’t have been expecting to enter into a deep heart-to-heart.

>TALK TO PRIME MINISTER
“Hello Sir.”

“Hello. I heard you are attempting to help Professor Eaton”
>G
“Yes Sir” you say.

“That’s great. She is a remarkable scientist. The best we have. Good Luck.”

>G
The Prime Minister’s chief of staff nods politely to you, then turns his back to you and begins a private conversation with the Prime Minister.

Since we answered his (presumably rhetorical) question about helping Professor Eaton in the affirmative, I guess our character (who seems to be largely a blank slate) knows that he’s referring to Cassie even if we as players don’t?

Finally, after we receive our briefing from Martin in his office:

>TALK TO MARTIN
“Do you have any other suggestions?” you ask.

“Be careful out there, and take the Tardis Communicator.” His voice is clear as he looks you straight in the eye.

>G
“I will,” you reply. “What can you tell me about the time experiment?”

“Cassie is a genius when it comes to time. You’ll need to see her. She calls her lab the Continuum.”

>G
"Do you like Cassie?.

“That’s a strange question for someone who has just started her, but I will say, I have always enjoyed Cassie’s company.”

>G
You decide against talking any further with Martin right now.

And I think that’s everything we were supposed to have checked out. We could go and mess around with the bonfire, but I’m more interested right now in exploring some of the locations we can get to via jet. The poll in the previous update is still open, so let me know which ones you think we should check out first!

3 Likes

Good feedback on the ‘talk to command’. I’ll improve NPC discussions in the next release!

Also, you can go north of the lane without doing the maze…

Part 4 - World tour, first leg

The poll on where we should fly to first is pretty inconclusive at this point, so I’m going to make the executive decision that we should head to Tanzania since apparently Robert Clayton (“the Lion”) is there with Cassie’s stolen time crystal. Whether we can retrieve it right now is uncertain, but we’re probably going to end up exploring the whole map anyway before we work out how to go about winning the game.

>ENTER JET
(the Quotient Jet)
You get into the Quotient Jet.

In the Quotient Jet you can see a treat cupboard (empty).

Wasn’t the cupboard supposed to be stocked with more of those chocolate-covered strawberries? When we ate the first one we took, the game told us that we took a new one from the cupboard. What happens if we eat the one we’re carrying?

>EAT STRAWBERRY
Yum, I’ve eaten 2 of these, and each one is as good as the last. Don’t worry, you took more than one!

A look at our inventory clarifies that we are still carrying a chocolate-covered strawberry, which presumably therefore represents, not a single strawberry, but the entire collection of strawberries that were previously in the treat cupboard.

Anyway, let’s get going!

>FLY TO ARUSHA
You take off from Airstrip and fly to Maasai Encampment. (it’s fast)

Maasai Encampment (in the Quotient Jet)
Flying to Tanzania is not like flying into Chicago’s O’Hare Airport. First you flew into Arusha Airport, close to Mount Kilimanjaro. Then you took a bush flight out to a dusty airstrip in the savanna. From there, you took a pop-top safari jeep with a Maasai warrior guide. The rough roads provided a complimentary “African massage”, jostling you as you sped toward your destination, a Maasai encampment. Nighttime on the plains of Africa can be dangerous. Lions roam these parts freely. To protect against the lions, the Maasai encampment is a tight circle of mud and stick huts with a large campfire at the center. Guards take shifts at the perimeter.

Stars stretch out overhead for as far as the eye can see. Normally, this is a place for wealthy adventure campers to get a true Maasai warrior camp experience. Today, you decided to fly here. Why? I’m not sure.

The camp is on a hill overlooking the spectacular Ngorongoro Crater to the south, the world’s largest inactive volcanic caldera.

In the Quotient Jet you can see a treat cupboard (empty).

Was that a giraffe walking by in the distance?

Ok, so I’m slightly confused as to exactly what just happened here. The first part of the description implies that we got here by international flight followed by bush flight followed by jeep ride, but then our jet is here, so presumably we flew here directly? The best interpretation I can come up with is that we’ve been to this Maasai camp before, in our pre-Quotient days, and the location description is us reflecting on the long journey we took to get here the first time, as opposed to our journey here this time via the Quotient jet.

>X CALDERA

There’s a very pretty photo at this point which I won’t attempt to recreate in textual form.

The sun’s rays burst over the ancient caldera, which covers almost a hundred square miles.

>S
You can’t drive the Quotient Jet off-road.

Oh, right, we’re still in the jet.

>OUT
You get out of the Quotient Jet.

Maasai Encampment
One of Quotient’s jets is here primed and ready.

>S

Ngorongoro Crater
Spectacular Ngorongoro Crater is the world’s largest inactive volcanic caldera. The crater is two thousand feet deep and covers almost a hundred square miles. The sunrise over Ngorongoro Crater pours rays of sunlight out over the massive crater. The tawny grasses of the plain in the center of the crater glow as the sunlight cascades down from the clouds. The edge of the water in the center of the crater is pink.

Lalibela, Ethiopia lies to the west, the airport is to the north.

Florin, an outstanding Quotient agent, and a former MI-5 agent, is strolling around. He looks anxious, like he lost something important.

Did I hear a roar?

The crater sounds pretty spectacular, but there’s something here that I can’t get over, and it’s not the fact that a previously-unheard-of member of our international superspy agency is standing around in the open looking lost.

Ngorongoro Crater, Tanzania and Lalibela, Ethiopia are both real places. To get from the former to the latter, you’d need to travel north, not west. But when I say travel north—Lalibela is sixteen hundred miles from Ngorongoro Crater. The entirety of Kenya lies in between those two places. We’ll be taking a trip to Cincinnati later in this segment; this is like seeing one of the location descriptions in Cincinnati end with “the Grand Canyon, Arizona lies to the north.”

Anyway, we’ll worry about Lalibela in a moment. The location description wants us to check out the sunrise, so:

>X SUNRISE

We get the same pretty photo as we did when we examined the crater from the Maasai encampment.

The sun’s rays burst over the ancient caldera which covers almost a hundred square miles.

An elephant just wandered by…
>X WATER
The edge of the lake appears pink from this distance because of the thousands of pink flamingos that make their home there.

Okay, so, who’s this guy we’ve just run into?

>X FLORIN
Florin, an outstanding Quotient agent, and a former MI-5 agent, is running around Africa trying to catch Robert Clayton. — Off he goes again.

>TALK TO HIM
You can’t see ‘him’ (nothing) at the moment.

Oh, “off he goes again” literally means that he left while we were looking at him.

>N

Maasai Encampment
One of Quotient’s jets is here primed and ready.

Florin isn’t here, so he must have gone the other way?

>S

Ngorongoro Crater

Well, let’s see if we can follow him on this 1600-mile journey:

>W

Lalibela Ethiopia
Lalibela is the home of eleven medieval rock-hewn churches. The rock churches were carved into single blocks of rock around the 13th century.

One of these churches is to the west. The crater lies to the east.

Florin, an outstanding Quotient agent, and a former MI-5 agent, is strolling around. He looks anxious, like he lost something important.

I stop and think, “Jet lag is real.”

Yep, so we just took a casual stroll across Africa. I wasn’t particularly familiar with the rock-hewn churches of Lalibela, whose construction is by all accounts a pretty stunning endeavour, so I can’t blame @simpsong00 for wanting to include them. But right now we need to see what’s up with this new agent we’ve just stumbled across.

>TALK TO FLORIN
“Hi, how’s it going,” you say casually.

“Well, hello!” he replies enthusiatically.

>G
“What are you up to?” you say.

“Just trying to put a lion back in a cage”
>G
“Are you searching for Robert Clayton?”

“I am, but I’ve lost my gun, so he keeps running away.”

>G
You decide against talking any further with Florin right now.

Did I hear a roar?

Florin, uh, doesn’t seem like the sharpest tool in Quotient’s shed.

>ASK FLORIN ABOUT CLAYTON

Robert Clayton has escaped from the Abyss. He is a member of the Quantum Contingent.

We knew the second part of this, but this is the first we’ve heard of the “Abyss”— presumably some kind of maximum-security prison for quantum supervillains?

>X ROCK

There’s another photo here, but seriously, go look up a picture of these rock churches.

The mammoth blocks of red volcanic scoria stone looked almost like they were placed here by giants. They were created by King Lalibela, who set out to create a “new Jerusalem” to eliminate the dangerous trek pilgrims made to Jerusalem. Rock Church St George is surrounded by the red earth it was carved from.

>W

Rock Church St George
You come over a hill into a small village. Off to one side is an open-air market. U.S. Aid bags of grain are lined up alongside goats and chickens. Children stare at you. Old men look away. Age makes them aware no good comes from looking at an outsider. A few minutes later, you arrive at one of the eleven rock churches in Lalibela. This is The House of St. George or Biete Ghiorgis. It is isolated from the other rock churches. Hewn from a monolithic block of stone, it is an enormous cube surrounded by the rocky red earth it was carved from. The pathways are carved through the earth to reach it, and when you are standing outside of the rock cube, you are inside the pit in which it was carved, walls shooting up all around you.

You enter the church. The inside of the church is all the same red rock, decorated with intricate carvings and fresco paintings on the walls.

You can exit to the east.

The interior is lit by dozens of candles spread throughout the holy place. The candles flicker, casting an eerie orange light over the scene.

Robert Clayton is an outdoorsman. He carries a knife on his hip and looks like he knows his way around.

An elephant just wandered by…

Oh, and here’s our escaped villain, just hanging out passing the time of day.

>X ENORMOUS CUBE

Same picture and same description as when we examined it from the outside.

The mammoth blocks of red volcanic scoria stone looked almost like they were placed here by giants. They were created by King Lalibela, who set out to create a “new Jerusalem” to eliminate the dangerous trek pilgrims made to Jerusalem. Rock Church St George is surrounded by the red earth it was carved from.

>X CLAYTON
Robert Clayton is an outdoorsman. He carries a knife on his hip and looks like he knows his way around.
He has a crystal around his neck.

I stop and think, “Jet lag is real.”

Hmm … could that by any chance be the stolen time crystal that we came here looking for? If it’s not, that would be a wonderful bit of misdirection, but let’s go with the simplest interpretation of the situation for now.

>TALK TO CLAYTON
Excuse me… I’m just passing through. You must have me confused with someone else.

>TAKE CRYSTAL
What Crystal?

The one hanging round his neck?

>FIGHT CLAYTON
Robert laughs and runs away.

Was that a giraffe walking by in the distance?

The messages about the passing wildlife feel slightly out of place given that we’re currently inside the church. But I also think it’s hilarious that what I was assuming would be a gruelling battle of wits to figure out what Robert has done with the crystal and how to get it away from him is actually looking like it could turn out to be a kids’ game of chase.

>E

Lalibela Ethiopia
Florin, an outstanding Quotient agent, and a former MI-5 agent, is strolling around. He looks anxious, like he lost something important.

Hey, so where did Clayton go?

>W

Rock Church St George
The interior is lit by dozens of candles spread throughout the holy place. The candles flicker, casting an eerie orange light over the scene.

If we LOOK here, we get the whole narrative about arriving in the village and entering the church again (don’t write about the journey in your location descriptions, people!) but still no sign of Clayton, so did he somehow just run right past Florin?

>E

Lalibela Ethiopia
Florin, an outstanding Quotient agent, and a former MI-5 agent, is strolling around. He looks anxious, like he lost something important.

Was that a giraffe walking by in the distance?
>E

Ngorongoro Crater
Robert Clayton is an outdoorsman. He carries a knife on his hip and looks like he knows his way around.

Thought you could lose us just by running all the way to Tanzania, Mr Lion? You’re not getting away that easily!

>X KNIFE
It’s a small paring knife. It is very sharp.

That’s not Clayton’s knife, it’s the paring knife we found in the farmhouse. Maybe TARDIS has a hint for us?

>X TARDIS
Out of Africa was a good movie. Maybe you should get out of here!

>G
The crater is beautiful, but those lions are real! Be careful!

Did I hear a roar?

We haven’t actually found a way to interact with any lions yet, have we?

>X LIONS
You can’t see any such thing.

>X TARDIS
The rock churches of Ethiopia are amazing… carved out of single blocks of stone!

I stop and think, “Jet lag is real.”
>G
Do you think Robert has Cassie’s crystal?

Well, he definitely has a crystal …

>HIT ROBERT WITH SHOVEL
I only understood you as far as wanting to hit Robert Clayton.

If we just try attacking him again, presumably he’ll just run off like he did before. We could try to work together with Florin to corner him somehow, but since he just ran straight past Florin the last time we went for him, I’m not sure that’s going to help. We’ll park the question of how to get the crystal back for now, and go and explore one of the other areas.

>N

Maasai Encampment
One of Quotient’s jets is here primed and ready.

Was that a giraffe walking by in the distance?
>FLY TO CINCINNATI
You need to be in a jet to fly somewhere.

Oh, oops.

>GET IN JET
(the Quotient Jet)
You get into the Quotient Jet.

In the Quotient Jet you can see a treat cupboard (empty).

>FLY TO CINCINNATI
You take off from Maasai Encampment and fly to the Lunken Airport. (it’s fast)

Lunken Airport (in the Quotient Jet)
A small private airfield close to downtown Cincinnati. The 1000-acre airfield was the largest municipal airfield in the world when it opened in 1925.

From here, you can head west to the Cincinnati Museum Center or south to Skyline Chili.

In the Quotient Jet you can see a treat cupboard (empty).

I’ve only discovered just now as a result of playing this game that Skyline Chili is a chain of restaurants in Cincinnati, which makes the comment about the painting of a skyline in Quotient HQ make a lot more sense than it did to me originally!

>OUT
You get out of the Quotient Jet.

Lunken Airport
One of Quotient’s jets is here primed and ready.

>W

Cincinnati Museum Center
This extravagant art deco passenger train station was built between 1929 and 1933 and has carvings of the Greek God Mercury on each side of its immense arched facade. It was the inspiration of the Hall of Justice in the DC comic universe. (So, I guess this means you are a DC hero instead of Marvel) The dramatic ceiling over the rotunda lobby is awe-inspiring. The one hundred and six feet tall, one hundred and eighty feet wide, half dome entrance is the second largest in the world, behind only the Sydney Opera House.

There is a park on the river south of here. The IMAX Theater is to the west. A staircase leads down. You can return to the airport to the east.

You can see a small credenza (on which is a copy of the museum guide) here.

>X MERCURY

There’s another photo here. I’m getting the sense that part of the choice of locations for this game was the author wanting to show us some cool places!

The tall carvings stand guard on each side of the massive dome which was the inspiration for the DC Universe Hall of Justice.

>X ROTUNDA

Another picture here, too!

The magnificent golden ceiling is awe-inspiring. The glass mosaic murals around the sides are by Winold Reiss. They depict a timeline in America and a timeline in Cincinnati. Reiss’s art eventually covered 11,908 square feet.

>X HALF DOME

This one gives as the same picture as examining the carvings of Mercury.

The tall carvings stand guard on each side of the massive dome which was the inspiration for the DC Universe Hall of Justice.

>X CREDENZA
I’d describe the credenza as being rather non-descript.

Is that a contradiction or not?

On the small credenza is a copy of the museum guide.

>TAKE GUIDE
You take the copy of the museum guide and examine it carefully.

Today we have a special IMAX movie on Quantum Entanglement at 3 p.m. There are also advertisements and photos on the guide.

Well, a movie about quantum entanglement surely can’t help but be relevant to our current situation, right?

>W

IMAX Theater
The IMAX Theater fills the senses with its gigantic wrap around screen and 44 laser focused speakers. Previews are currently playing. You would need to wait to see the feature film.

You can return to the rotunda of the Cincinnati Museum Center to the east.

A theater poster, featuring Professor Cassandra Eaton is mounted at the doorway.

These previews seem to go on forever!

Bwahahahaha! Finally, our hunt for some kind of confirmation that Cassie and Professor Eaton are the same person ends in triumph!

>X POSTER
It’s a large teal movie poster showing the beautiful Cassandra Eaton, with equations spinning around her head. It almost glows from the poster backlighting.

These previews seem to go on forever!

>READ IT

Quantum Entanglement and Time, featuring Cassandra Eaton, the Lucasian professsor of mathemetics and head of all quantum studies at the University of Oxford.

Again, it seems like Quotient is its own media franchise in this universe; we already knew that the novel The Quantum Contingent exists, and now we discover that there’s a movie about Cassie’s research as well. I wonder how Quotient reconcile all of their agents becoming famous celebrities with the part where they do the actual spying?

These previews seem to go on forever!

>WAIT
These previews seem to go on forever!

>WAIT
The main feature finally starts!! Professor Eaton is on the screen in her lab. The camera zooms in and she says “What if we could send messages across time. My console requires an enormous amount of energy to enable entanglement stabilization by means of the quantum Zeno effect. It”

CRASH… a loud noise interrupts and the movie stops. House lights are turned on, and an employee announces over the speakers:

“Sorry folks, the film broke, the movie is now over.”

You enjoy hanging around?

[Your score has just gone up by three points.]

Well, I’m not sure exactly what we gained there. The help text mentioned that we can gain three points somewhere for “an action that isn’t necessary to win the game, but provides context”, so I’m wondering if that might be what this is? The quantum Zeno effect is apparently a real thing; apparently the objective of Cassie’s experiment is to send messages through time?

>E

Cincinnati Museum Center
You can see a small credenza here.

>S

Smale Riverfront Park
This beautiful river walk has the Ohio river on one side and a beautiful view of the Cincinnati skyline on the other. The Roebling Bridge crosses the Ohio River here.

You can go east to Skyline Chili or north to the Cincinnati Museum Center.

>X RIVER
The mighty Ohio.

>X SKYLINE
The skyline is framed by the Bengals stadium on one side and the Great American Ballpark on the other. The tiara on top of the Great American Building is reminiscent of Cincinnati’s nickname, The Queen City.

>X BRIDGE

The Roebling Bridge also gets a photo!

This stunning blue bridge was the prototype for the Brooklyn Bridge in NYC.

>E
Skyline Chili
This is a staple of Cincinnati, the way cheesesteak is a staple of Philly, and music is a staple of Nashville. Whenever Jack and Sarah were in Cincinnati, they had to stop at Skyline. The old-fashion diner with its 50s style counter and iconic clock was a comforting throwback to two spies with a job that could often be uncomfortable.

The server puts out a little plastic circular dish with oyster crackers and smiles as she walks away. The server heads back to the corral where the local delicacy is assembled. The stainless-steel slab in the middle of the corral is covered with mini hot dogs and a mound of shredded cheese. A large vat of chili is recessed in the middle of the island. The walls are decorated with sports photos of local teams.

You can go west to Smale Park or north to Lunken Airport.

Jack, a seasoned spy, is here. He is known for his quick thinking and negotiation skills. He didn’t start out as a spy as his initial contributions were in building Quotient’s quantum computer, Tardis, in space. He is Sarah’s brother and has a complex romantic relationship with Kara.

The server hanging out nearby looks the same way she did when Jack and Sarah were kids.

You can also see a 3-way Chili and a Mountain Dew here.

Jack is enjoying his skyline, “Hey, I’m glad you are here. You really should see the IMAX movie if you haven’t already. I was starving and just thought I’d fuel up before my next stop. Help yourself if you want a 3-way or a dew or anything, I’ll put it on my tab. I’m heading to DC.”

Something about the Mountain Dew reminds you of college.

We seem to know a lot about Jack and Sarah’s childhood for someone who’s just joined Quotient—although maybe we’ve just read some of the Quotient novels? Anyway, there’s a veritable wall of nouns to work our way through in this location, even before we get to the fact that we’ve finally run into the famous Jack.

>X CLOCK
The skyline clock is mounted on the signature blue and yellow tile wall.

>X DISH
Just a little plastic dish.

In the Circular Dish is an Oyster Cracker.

>TAKE CRACKER
You take the Oyster Cracker. and examine it carefully.

It is a small hexagonal cracker… it’s like it started as a two-dimensional flat cracker but then was inflated with air. They go great with chili.

[Your score has just gone up by two points.]

Must be another treasured foodstuff!

>X SLAB
Looking at the slab makes your mouth water.

>X SPORTS PHOTOS
Old photos of the Cincinnati pro sports teams, FCC Cincinnati, the Reds, and the Bengals. Some photos were more than a decade old.

>TAKE DEW
You take the Mountain Dew. and examine it carefully.

Yahoo, the neon green Mountain Dew is here.

[Your score has just gone up by two points.]

And again!

>TAKE CHILI
You take the 3-way Chili. and examine it carefully.

Beautiful oval ceramic plate, carefully placed spaghetti noodles, bathed in the secretive chili and piled high with finely shredded cheese.

[Your score has just gone up by two points.]

And a third time?!

>THINK ABOUT COLLEGE
I remember getting through many long study sessions in college with Mountain Dew. It is great for when you need energy to go the extra mile.

Ok, now we’ve seen what’s on offer in the restaurant, can we learn anything from Jack?

>X JACK
Jack is now a seasoned spy, now 40 years old. He didn’t start out as a spy as his initial contributions were in building Quotient’s quantum computer. He admires his sister’s fearlessness and has a past with Kara that still affects him deeply.

Huh, I thought it was Martin who build TARDIS, but I might have incorrectly inferred that from some of the other comments about the founding of Quotient.

>TALK TO JACK
“Hi, there,” you say confidently.

“Hey, the new agent! What do you need?” says Jack.

>G
“I wanted your advice on the TARDIS computer I’ve heard about,” you comment."

“It’s the only one of its kind. If it gets wonky, you can always reboot it! Control-alt-delete I say!”

>G
"You designed it, right.

“I sure did.”

>G
You decide against talking any further with Jack right now.

When it first came up, I thought it was just a throwaway comment, but maybe needing to reboot TARDIS is actually part of the game. Is that why there’s a spaceport in the game? So that we can fly into space to fix the computer?

>ASK JACK ABOUT TARDIS

Tardis is our quantum computer. I built it.

>ASK JACK ABOUT SARAH

Sarah is my sister. Why do you ask about her? Do you know something I don’t?

>ASK JACK ABOUT KARA

I love Kara. She happens to be an expert at quantum communication, and a great dresser.

We take a look at our inventory at this point, which confirms that the 3-way chili, the oyster cracker and the Mountain Dew are all “treasured food and drink”.

Before we sign off, let’s see if TARDIS has any useful advice:

>X TARDIS
CIncinnati! The Paris of the Midwest, the Queen City, Awesome.

>G
I do love skyline.

>G
And Graeter’s of course!

>G
Gotta Drink some Mountain Dew with that Skyline, it give you energy!

>G
Anybody up for the Blind Lemon?

>G
You enjoy my company, don’t you.

>G
The DC Justice Center, er, I mean the Cincinnati Museum Center is the second largest half dome in the world.

>G
Do you want me to hummm some theme music for you? It’s different in Cincy.

>G
If you pryed open the corn cob, you’d know your way around the caverns.

>G
Yeah, caves are twisty… but maybe they’ll give you a medal.

>G
Do you want to go to Cleveland?

That’s all that TARDIS has to offer, so we head back to the jet.

>N
Jack leaves a tip for the server and races out the door ahead of you.

Lunken Airport
A small private airfield close to downtown Cincinnati. The 1000-acre airfield was the largest municipal airfield in the world when it opened in 1925.

From here, you can head west to the Cincinnati Museum Center or south to Skyline Chili.

One of Quotient’s jets is here primed and ready.

So that’s initial exploration of two of the six areas completed. I get the sense that pretty much the whole of the game is open to us at this point, geographically speaking, so we’ll probably scout out the remaining four areas before we start making a serious attempt at working out what we’re meant to do.

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I must say, I am enjoying Adam’s humorous narration of the game… Here’s a link to a page on my blog with the photo’s that Adam has uncovered thus far in case you’d like to see the photos as well!

Enjoy!
Greg

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