| [NOTE: I've made only a couple of changes to this solution, which was | |
| written with Curses Release 12 in mind. There are no new puzzles in the | |
| current Release 16, but the ambiguities from my original solution have been | |
| addressed. This solution does not give you step-by-step commands, so it | |
| should help novices learn how to translate their desired actions into | |
| "Textadventurese." Before you start reading, PLEASE go back to the puzzle | |
| you're having trouble with and give it another shot. This is an extremely | |
| difficult game, and if you can solve it without once reading below this | |
| sentence, you'll feel great because of it.] | |
| I begin with a disclaimer: | |
| Curses may be one of the best text adventures ever written, and for | |
| that reason it deserves the effort which is required to solve it. It | |
| is one of the few text adventures I have played where the puzzles | |
| become a part of the story, rather than a series of obstructions. This | |
| walkthrough is not meant to be used as an instant gratification method | |
| of getting through the story, and I hope that it will not be used as | |
| such. More than anything, this walkthrough is intended to cut down on | |
| the exceptional amount of traffic on r.g.i-f., which for months has | |
| been almost exclusively Curses-oriented. If you are looking for hints | |
| which will help you get through certain parts of the game which yor are | |
| stuck on, my suggestion is that you use a word search to skip to | |
| exactly where you are stuck. This will help you avoid ruining what can | |
| be a very rewarding experience. | |
| I also suggest that new players immediately use the 'help' command | |
| to get all of the background information on the game. Graham Nelson, | |
| the author, has provided an excellent set of instructions for your use. | |
| Also, a couple of notes: | |
| 1) When saying a single word to other characters, the format is: "say | |
| <word>" (no punctuation). | |
| 2) When making a request or saying a word to a particular object, the | |
| format is: "<object/person>, <word/request>." I'll cover these instances | |
| in detail later, but if "guess the verb" is holding you down, then this | |
| is the way to do it: "painting, lagach" or "evans, give me the <word>." | |
| 3) Often you'll have to take items out of the rucksack before you can | |
| use them, so if it suggests that you're not holding something that | |
| you're fairly certain you have, "get" it before you decide the game's | |
| gone nuts. | |
| 4) At times, the dumbwaiter will not be where you want it to be. | |
| Just get to the nearest wheel and turn it for the dumbwaiter to show | |
| up. If the wheel won't turn, then "turn off wheel" will free it up for | |
| you. | |
| 5) The game doesn't take kindly to swearing. If you should swear | |
| (and the game is pretty strict -- 'bugger' is as bad as any four letter | |
| word), a cake of carbolic soap will appear in your inventory. Wash | |
| your mouth out with soap, and you'll be able to continue. | |
| 6) Make a map. I'll only go so far in guiding you by the hand -- | |
| if you have to get from one end of the house to the other, and I've | |
| shown you the way before, you'll have to figure it out yourself the | |
| second time. | |
| 7) Many of the solutions actually change the state of other rooms | |
| without notifying you. That's another reason to explore a bit on your | |
| own before using this indiscriminately. In fact, explore a lot, or the | |
| intricacy of the game will be lost to you. | |
| And now, the walkthrough -- | |
| Curses -- Version 12 | |
| The Walkthrough | |
| You should begin the game by collecting all of the objects which are | |
| immediately available to you. In order to do this efficiently, | |
| however, you should begin by taking care of the flashlight situation | |
| and by finding something to help you carry the many items which will be | |
| available to you. [If you find yourself wondering "What flashlight | |
| situation?" then it's way too early for you to be using this walkthrough.] | |
| Head north to the old winery, and -- well, there's another problem that | |
| should be taken care of, as the attic key just slipped between the floor- | |
| boards. Let's not get sidetracked, though -- go west and south to the | |
| airing cupboard. Look under the sheets and you'll find an old, heavy | |
| wireless radio. Push that north to Aunt Jemima's lair and turn it on before | |
| going west to the potting room. Aunt Jemima is busy pouting right now, so | |
| she won't be very friendly -- in fact, if you try to take those ever-useful | |
| gardening gloves right now, you'll see just how unfriendly she can be. | |
| Wait ('Z' works well) a few turns until the radio fades in, and then you can | |
| take the gloves. | |
| Head east twice, wear the gloves, and open the demijohn. You don't | |
| need these items yet, so head south twice and then go southeast to the | |
| east wing. Head east from here and you'll be in the east annexe, where | |
| your flashlight's battery will begin to bite the dust. That's no | |
| problem, though, because if you're wearing the gloves you can search | |
| the insulation rolls to find a brand new battery waiting for you. Open | |
| the flashlight, empty it, put the new battery in and then close it up | |
| and you'll have a lightsource for the rest of the game. You also want | |
| to head south now, where your ancestor Ebeneezer's rucksack is waiting | |
| for you. Grab that, because it can hold a miraculous amount of stuff. | |
| OK, now that we've got the rucksack we can pick up a few items. Head | |
| north and open the cupboard before heading north again. Grab the | |
| painting of Mad Isaac and the gas mask and go back to the old winery. | |
| Now head east, grab the wrench, and enter the dumbwaiter (you might as | |
| well grab the chicken bone which is lying here, as well). Pull the | |
| rope and you'll drop down into the basement. Get out of the dumbwaiter | |
| (just 'out' will do nicely) and grab the robot mouse before going | |
| south. Drop the mouse, and tell it to go east. Understand that | |
| conversation is the only limit in this game, and must be done | |
| correctly, so type 'mouse, go west.' Now the mouse is out of earshot, | |
| so you can't talk to it directly. Talk to the hole instead: 'hole, go west.' | |
| There we go -- now have the mouse go west twice more, then north once, west | |
| once, and north again. Ah! Something happened! Send the mouse back the way | |
| it came, and out will come that missing attic key. Grab it, head to the | |
| dumbwaiter and pull the rope again. | |
| [NOTE: If you haven't done so already, before you go up in the | |
| dumbwaiter head west and south to the demon. This guy can be pretty | |
| helpful. Just "ask demon about <object>" or "show <object> to demon" | |
| and you might get a hint. Just remember that he IS a demon, so | |
| whatever he tells you is likely the opposite of the truth.] | |
| Now you should be somewhere between the attic and the basement. Get | |
| out of the dumbwaiter and put on the gas mask before heading north. | |
| Unlock and open the door, and if you want you can head north and take a | |
| look around, although we're not going to do anything here quite yet. | |
| Incidentally, at some time far in the future we'll go through this door | |
| a second time and pick up ten points for it -- I really have no idea | |
| why we don't get them now. Anyway, head back to the dumbwaiter and | |
| pull the rope again to get back to the attic. Let's do some more | |
| garbage collection. Head west and get everything from the demijohn, | |
| then head south and look at the teachest. This book, the History of | |
| the Meldrews, contains a wealth of information which is necessary to | |
| complete the game. If you haven't taken a good look at this history, | |
| you should look up every name you come across in your travels (a list | |
| of these names appears at the end of the walkthrough). | |
| Head east from here, lie down on the bed, and sleep. Yes, you are | |
| quite the vivid dreamer. Go east and north and take the mascot that's | |
| there -- read this description carefully, because an important magic | |
| word will appear. Now, drop the mascot, because it's cursed and you | |
| won't live long if you insist on carrying it around (plus you'll lose | |
| fifty points for taking it out of the dream). Head south, west, | |
| southwest and east to escape the dream. Stand up and grab the | |
| dictionary and scarf before going west and south where you'll take | |
| everything from the cupboard (did I mention that you'll be carrying | |
| around a lot of stuff?). Open up that mysterious little parcel. | |
| Hmm... I wonder if Jemima likes chocolate? Just to make sure, why | |
| don't you head back to the potting room and offer the box to her. Now, | |
| quick explanation for why you're going to choose one particular color. | |
| If you flip through the calendar east of the potting room, you'll | |
| notice many different daisies pictured. There is only one that should | |
| be of any particular interest, however -- the Merlyn's Hat daisy, | |
| which is yellow. If you looked up Isaac in the History of the | |
| Meldrews, you must have noticed that Isaac had a particular interest in | |
| Merlin, so when Jemima asks you what color you're looking for, I | |
| suggest "say yellow." | |
| While Jemima works on this, head back to the east wing and go west. | |
| Pull the cord to turn on the darkroom light and take a look at the | |
| postcard to read its invisible ink, and while you're at it, grab the | |
| flash. Look at the photograph, as well -- ah, another Meldrew! Look | |
| Roger up in the history of the Meldrews, because there's a clue there | |
| that will be important later on. Now, go east twice and north back | |
| into the cabinet. Turn the crank here to open the window, go up to the | |
| roof and then head northwest. Ah, a key! Unfortunately, when you try | |
| to pick it up you'll get a ghastly little surprise, but it's easily | |
| remedied. If we wanted to take the time, we could look up Joshua in | |
| the history and discover how to foil him, but since we're in a | |
| walkthrough just give him the chicken bone. Elusive key, isn't it? | |
| Head back into the cabinet and put the torch and the brass key into the | |
| fireplace. This will be a tight squeeze, so drop everything else | |
| before going west into the dark. Go down and you'll be in a | |
| not-entirely-pleasant little priest's hole. Grab everything and then | |
| open the hatch with the brass key so you can drop down. | |
| I'll bet you think you've done a lot by now, but no such luck. Head | |
| west into familiar territory. Now, if you turn the wheel here the | |
| dumbwaiter SHOULD come down to us, but if you look at the wheel you'll | |
| see the problem. Just "turn off wheel" (yes, it's odd, but a lot of | |
| the grammar here is unusual) and then turn the wheel to bring the | |
| dumbwaiter back downstairs. This would probably be a good time to head | |
| back to Jemima and claim your daisy chain. WARNING: Do not drop the | |
| daisy chain. You can probably get another one, but it's really not | |
| worth the trouble. | |
| Head back to the cabinet and collect all of your stuff and then | |
| prepare for a little time travelling. Go south out of the cabinet, | |
| then west and south to the observatory. While we're here, clean that | |
| glass ball -- it'll come in handy later. Go west into the library | |
| storage room and tighten that loose joint with the wrench. Grab both | |
| of the books and check out the romance novel first. Who the hell is | |
| Marie Swelldon? Worry about it later -- for now, read the book of | |
| poetry and ... | |
| Yep, it's France at the turn of the century. What did you expect? | |
| Head north and up to Madame Sosostris's reading room and push the bell | |
| there. I've never seen much of a difference between choosing odd or | |
| even here, but just as a disclaimer I'll admit that I've never tried | |
| anything but 'even,' myself. She'll do a quick and somewhat | |
| frightening reading and then hustle you back onto the street. Don't | |
| accept such a rebuke! Go right back upstairs and grab the Tarot cards | |
| (although only one of these cards will actually be useful, the others | |
| can be fun). Go downstairs and west and take a look at the mural | |
| (another name -- look it up! Remember, look up EVERY name that you | |
| see!) before going outside again. Back on the street, head west and | |
| get the silk handkerchief. Wave it and board the boat. Now if you | |
| take long enough, this guy will literally hand you the solution: say | |
| time. | |
| So here we are, back at the garden stream. Now let's see what we've | |
| got here. Head northwest and climb the family tree, then look at the | |
| maze. Notice that strange open space in the southeast corner? Good, | |
| now head back down and drop the medicine bottle right here. Head west | |
| twice, get everything, board the garden roller, and turn it on. Go | |
| east twice (Ouch! What was that?) and then east once more to plow over | |
| one of those garden statues. Head west again, and then drive north | |
| into the maze (if you want to know why we're driving here, try walking | |
| in). The directions through the maze are: north, west, west, north, | |
| north, north, north, west, west, west (it's a simple maze, thank God). | |
| Get off the roller ('out' works fine), get the miniature, then board | |
| the roller again and go back where you came. Turn off the roller (this | |
| is probably just anality on my part, but it's better to be safe than | |
| out of gas) and get off it again. Grab the tablet (Childproof lock? | |
| Hah! Piece of cake!) and you're ready to do some more time travelling. | |
| Go back up to the observatory (by now I'm assuming that you can find | |
| your way around) and head south. Turn on the slide projector and turn | |
| the knob. Remember that Ace of Cups which appeared when you left | |
| Paris? Put that card into the projector's slot now, and then head | |
| south, right through the wall. This is where the game really starts to | |
| get interesting. You may want to listen in to the conversation | |
| upstairs, but when you're ready, search the crates and you'll find a | |
| model ship. Pick up the mounted bottle and pull the anchor on the | |
| ship. Put what's left of the ship into the mounted bottle, and you've | |
| got a beautiful little ship in the bottle (I've always wondered how | |
| they do that!). Now just look at the ship, and we're seasick. | |
| A little acrobatics are now in order. Climb the mast and get the | |
| flag which is flying from it. Once you've got a firm grasp, go port | |
| and the whole business will crash down around you. Pick up everything | |
| that came down with you and go fore, where you'll find a green branch | |
| which should also be taken. Head aft twice, turn the wheel and then go | |
| down the anchor chain to end up back in the attic again. | |
| Now, put the Fool into the projector (you might want to remove the | |
| Ace of Cups first) and go north. See how handy that ball can be once | |
| it's clean (if nothing happened, turn the knob on the slide projector | |
| and try again)? To find out what just happened, go back to the "dead | |
| end" where you found the rucksack. Head east down the fire escape and | |
| then northeast towards town. Go north, and look at the cross. Another | |
| name -- why don't you look up Gerard in the history of the Meldrews? | |
| Marie Swelldon -- isn't that the name of the romance novel? If you're | |
| good at putting two and two together, then you should now know that | |
| Marie Swelldon is the pseudonum used by Roger Meldrew's wife. At this | |
| point figuring out the real name is fairly simple. Take the letters | |
| "MELDREW" out and we're left with "AISLON," which when unscrambled | |
| becomes "Alison." So, look up Alison Meldrew in the history and voila! | |
| If you head back to the dead end and push the south wall, Alison's | |
| private writing room will be revealed. | |
| In the writing room, you should continue your trend of sleeping on | |
| everything which seems even remotely designed for that purpose. You | |
| should put the ship's flag on the bed first, though, to provide a | |
| comfortable blanket. Once you're asleep, you'll have another of those | |
| vivid dreams. Wait once, and watch what the weird guy does with that | |
| rod. I wonder where you can pick up one of those? When he's gone, | |
| head east twice and turn the wheel. Now, this is one of the few | |
| semi-arbitrary puzzles, but the thinking as expressed by those who | |
| claim to have solved it is that, if you look up at the status bar, | |
| you'll see the word "dreaming?" The traditional way to see if you're | |
| dreaming is to "pinch me," so go ahead and do that. | |
| Get out of bed now and look in the mirror. Actually, take that sooty | |
| old stick from the fireplace out of your rucksack first and THEN look | |
| in the mirror. You'll notice that the sooty old stick doesn't show up | |
| in the mirror for some reason. If you haven't looked up Isaac in | |
| thehistory yet, do so now. Using his date of death as a reference, | |
| look up 1792 in the prayer book. Merlyn's hat, eh? Hidden items, eh? | |
| Why not wave that sooty old stick while we're wearing that yellow daisy | |
| chain, just to see what happens. | |
| This is a major theme in the game -- there are a total of ten rods | |
| disguised throughout, and you have two of them. The old timber spar is | |
| the other one, so wave that. Now the question is: how do we tell one | |
| rod from the other? Before we answer that question, break the windows | |
| so you can gain access south to the balcony. Look under the window | |
| sill and then pick up the gold key which you reveal. What do you | |
| suppose this key belongs to? Well, go back to the "attic" room where | |
| the game began and close the attic door. Get the box that is revealed | |
| and then open the door again on the off chance that you get separated | |
| from your light source in the future. Unlock the box with the gold key | |
| and open it to reveal a four leaf clover. I'd suggest you give this a | |
| wave, as well. | |
| Next you'll want to head down to the coal bunker, where you'll see | |
| that your little dream actually opened up that sandstone passage you've | |
| been so curious about. Head east twice and you'll be in a large | |
| octagonal room with lots of strange Egyptian stuff. Before we go about | |
| the serious business, get everything and break the frame on the | |
| charcoal sketch. You'll reveal a dog-eared old letter by doing so, and | |
| you'll want to pick that up, as well. Now open the coffin and read the | |
| inscription inside. The dog-eared old letter will supply you with the | |
| necessary tools to decipher this, so now put one of your featureless | |
| rods into the coffin. Close the coffin (I hope you were wearing your | |
| gloves!) and open it again, and your rod is named. Do the same with | |
| the other two rods (you can actually put all of them in at once, but | |
| only one will be named at a time), and then head southeast. Hang the | |
| picture of Isaac Meldrew on the hook here and then get the sceptre | |
| which is hidden in the umbrella stand. | |
| [NOTE: About that magic word, 'lagach.' If you want to travel around | |
| to many of the places you've been, one way of doing so is by | |
| approaching an artwork and typing (for example) 'mural, lagach' or | |
| 'painting, lagach.' This will cycle you through the artworks which you | |
| have seen, however I must point out that this can be very tiresome, and | |
| there are really very few times when it's necessary. A complete list of | |
| places you can 'lagach' to appears at the end of this walkthrough.] | |
| Ready to travel some more? Head up the staircase here and then go | |
| up again and you'll be back in the servant's room. This will supply | |
| you with a nice short cut between the two most distant areas of Meldrew | |
| hall. Let's go to Hamburg this time -- remembering the postcard, look | |
| up 1420 on the map of Hamburg and you'll end up at the museum of | |
| Arcana. Just for the heck of it, head south and marvel at the wonders | |
| of modern security. To get through it, we'll have to be a bit | |
| innovative. Turn the revolving door once and then go northeast. Of | |
| course! Where else would a beach ball be? Push it southwest, and then | |
| push it south and the security problem will be behind us. Grab the | |
| tarot box and open it up so you can reach its contents more easily | |
| later on. Head east and break the cabinet (yes, occasionally violence | |
| IS the answer). Get everything from the cabinet, and immediately make | |
| sure that you are HOLDING the medicine tablet (i.e. take it out of the | |
| rucksack) and the Rod of Returning (this is not arbitrary -- we are | |
| simply doing the puzzle a little out of order). If we wanted to, we | |
| could just lagach through the still life in the other room (which, if | |
| we were doing things in order, is exactly what we would do), but this | |
| is more useful and interesting. Wait around for a while and the druids | |
| will grab you, drug you, and throw you in jail. Before doing anything | |
| else, eat the tablet to neutralize Doktor Stein's poison. Now grab the | |
| Shepherd's crook and show that Alison's dream taught you something -- | |
| strike the Rod of Returning and point it at yourself ("me"). If you | |
| didn't prepare well enough beforehand, Doktor Stein has got some nasty | |
| plans for you. | |
| Believe me, that was a close one. Now you should be somewhere in the | |
| attic, and hopefully ready for more time travelling. This time, | |
| replace the Fool in the projector with the miniature and go south | |
| again. This time, you've gone way back to the building of the hedge | |
| maze. My first advice to you is to leave the bean pole alone for now. | |
| Head east as far as you can go, and then head south as far as possible. | |
| You should now be in a whitewashed area which, coincidentally, | |
| corresponds perfectly with the inaccessible section of the garden maze. | |
| Head west, and squeeze the weed killer bottle which you picked up from | |
| the garage. Having killed off all of those seeds, you can now go all | |
| the way back to the northwest corner of the maze. Now be ready with | |
| the Rod of Returning. Get the bean pole, strike the rod, and get out | |
| of there in a hurry before Capability Meldrew ships you off to | |
| Australia. | |
| Shall we see what we've accomplished? First, go to the library | |
| storage room and pick up the book of twenties poetry which you left | |
| there. Go back to the maze, jump in the roller and go north twice and | |
| east three times. Get off the roller, get the marble rose, and then go | |
| down. This mural should set off a few bells in your mind. A star? A | |
| maiden? A bundle of wands? Look in the Tarot box from the museum and | |
| you'll see something familiar. Maybe Madame Sosostris holds a key to | |
| what this means. Read the poetry book again and go back to the reading | |
| room. This time, though, we're going to stack the deck. In order for | |
| them to be pulled in the correct order, you should put the eight of | |
| wands on the deck, followed by the maiden, and finally the star. Push | |
| the bell, and Madame Sosostris will go a little nuts and give you an | |
| oak quarterstaff (three guesses as to what THIS is). After you've been | |
| hustled into the street once again, go back and retrieve your cards | |
| before going to our friend on the river boat for a return trip to | |
| Meldrew Hall. | |
| You may not realize it, but you've collected a number of rods. Use | |
| the coal bunker to get into the octagon room again and wave the bean | |
| pole, the shepherd's crook, the quarterstaff, and the Eight of Wands. | |
| Now use the coffin to name them all, and you'll have a total of seven | |
| wands to play with. Go southeast and 'lagach, painting,' hopping from | |
| artwork to artwork until you're back at the bronze mural. Activate the | |
| Rod of Bronze by striking it and pointing it at the bronze mural to | |
| reveal a passage going down (be sure to grab the book of poetry | |
| beforehand). | |
| [NOTE: If you think you've had enough of being led by the hand, you now | |
| have access to another hint machine. If you go south from the clearing | |
| outside of the garage, you'll find a runner bean plant. Use the Rod of | |
| Stalking on that plant and, naturally, a beanstalk will appear. Up the | |
| beanstalk you'll find an angel who works similarly to the demon, but who | |
| will always tell you the truth.] | |
| When you head down into the passage, get the key which you're | |
| standing on first. Then head east twice and read the gravestone | |
| beneath your feet. Another name -- look it up. Now head back to the | |
| jagged passage and go south. Although the smell is REALLY bad here, take | |
| a deep whiff, anyway -- no, really, just type 'smell.' Strange, eh? Do | |
| it again, and you'll discover a new passage heading down. Follow it, and | |
| you'll come to the universe maintenance room. If you want to die, turn | |
| the dial. If you want to win, turn off the electrician's switch so | |
| that determinism becomes a thing of the past. Now head back upstairs | |
| and go west to the contraption room. If you look at the panel, you'll | |
| notice that this is rather complicated. However, what's with that | |
| giant bronze wall? Use the Rod of Bronze on the wall and, although | |
| nothing special will SEEM to happen, try going north. Now the puzzle | |
| is simple. Look at the panel again, and you should see that the | |
| solution is HENRI BLACK POST (you DID look Henri up in the history, | |
| didn't you?). If you're careful, you should be able to slide the | |
| letters into place without backtracking at all. If you hadn't gone | |
| through the wall, it would have been unsolvable. | |
| When you're done, go back to the garden roller and exit the maze. | |
| If you go east, you'll see why we plowed over that lawn ornament way | |
| back at the beginning of the game. Grab the golden orb, but don't do | |
| anything with it yet. I think it's time to head off to ancient Greece, | |
| so take a shortcut with the Rod of Returning and return to the slide | |
| projector. This time, put the Maiden into the slot and stroll through | |
| the wall. Don't bother with Andromeda, she's kinda prudish and takes | |
| herself too serously. Instead, go up the cliff face, then east and | |
| south. This wall of thorns seems rather solid, but if you use the Rod | |
| of Fire on it you won't have much trouble. Head south again, coming | |
| face-to-face with a rather unhappy Zeus, and use the Rod of Luck on | |
| yourself. You see, Zeus really would rather not have you strolling | |
| around on sacred ground, and if Determinism were still in effect, he | |
| would have no trouble frying you with a lightning bolt. Thanks to your | |
| messing around with the laws of the universe, though, you can now take | |
| advantage of Chance and go south into the temple of Zeus. | |
| All right (just so you know, I'm getting exhausted from typing all | |
| of this, and an E-mail of thanks would be greatly appreciated if you | |
| find that I've helped you out), first off grab the copper coin and go | |
| southeast. Pick up this stone and look at it, because this is your | |
| Rosetta Stone for learning the nifty ancient language which Graham has | |
| created. Combined with the dog-eared letter, this object will help you | |
| translate any of the ancient languages which you come across in the | |
| course of the game. You'll notice that all of the Greek/Alexandrian | |
| sentences BEGIN with periods; that's your clue that they are actually | |
| written backwards, which is important to understand, but not until | |
| later. For now, continue southwest to where Homer is sleeping. You | |
| want those pan-pipes of his, so wake him up and answer his three | |
| questions. The answers can be found from a combination of the | |
| dictionary from the Servant's room and information from Alexandria | |
| (which we haven't visited yet), but since this is a walkthrough: 1) | |
| Menelaus's brother is Agamemnon, 2) Ptolemy was Alexander's successor, | |
| and 3) your favorite color is yellow, the color of the chain which you | |
| chose. Now the way is clear for you to go down. | |
| The dictionary of Mythology helps out down here, as well. Head | |
| southwest, and you'll notice find a statue of Poseidon. Grape vines | |
| and barrels don't seem his style, don't you agree? Go ahead and push | |
| that statue northeast and then head northwest to see what else you can | |
| track down. Dionysus? Well, that's more like it. Let's push him | |
| southeast and then southwest with those wine-casks. Now, go northeast | |
| twice and we'll find Demeter, goddess of the harvest. It seems like | |
| she's misplaced amongst fish and waves. Let's push her southwest and | |
| northwest into all of that wheat, and let's push Poseidon up into that | |
| northeast corner. Did you hear something? You'll find an opening | |
| going down back at the cross centre. Drop down there and, if your | |
| interpreter accepts the 'undo' command, take the amber gem. If your | |
| interpreter doesn't let you undo, save the game if you want to | |
| experiment with death. Now use that knowledge and try this again. | |
| Before dropping down the opening, put the rosetta stone into the | |
| opening, making it safe for you to drop down and get that amber gem. | |
| That's it for the Temple of Zeus. Go back across the sacred ground | |
| (Zeus is pretty persistent, isn't he?) and up to the clifftop walk. | |
| Those goats are kind of a pain, but you can dispose of them simply | |
| enough with the Rod of Husbandry. Once the path is clear, go east and | |
| grab a fig before you going into the tavern, where you'll give the coin | |
| to the bartender in exchange for that tasty-looking dessert. Head back | |
| down to Andromeda and offer her this tasty treat and she'll give you | |
| her hairband in return. OK, a quick trip to see the priestess Apollo | |
| and we'll be done with Greece. Head back up the cliff and go | |
| southwest. As you might have learned from the scroll in the Octagon | |
| room, Apollo loves music, so play the pan-pipes and the priestess of | |
| Apollo will appear. Now put the fig in the urn as an offering and ask | |
| the priestess any question -- the format is "Priestess, tell me about | |
| <word>." It doesn't matter what you ask, because she always gives the | |
| same basic answers. The first one tells you of a place with six arches | |
| -- we haven't seen that yet, but jot down the "X paces and Y paces" | |
| which she mentions. Now, if you want to you can go back to the inn and | |
| get another fig, but I find it easier just to drop that useless | |
| chocolate biscuit into the urn (if it's edible, it'll work). Have the | |
| priestess tell you about something else (I find that 'orgasm' provides | |
| an amusing response), and you'll hear something about escaping the | |
| destruction of a castle with the power of a veil of the neck. Check | |
| your inventory and see if you can figure out what that might be. | |
| The priestess has a third response, but that's just to tell you | |
| (cryptically, of course) that the medicine tablet is the antidote to | |
| Doktor Stein's drugs (if you really want to see what she says, you can | |
| fig it again). There's not much left to do here, so use the Rod of | |
| Returning to head back home. THE FOLLOWING PUZZLE is actually optional, | |
| but it's also a lot of fun. If you're not in the mood to have fun, | |
| skip down a couple of paragraphs to the one that starts "And now, | |
| Alexandria." | |
| Head for the slide projector and replace the Maiden with the Castle | |
| before doing your Casper routine. I really wish you could hang out in | |
| this scene for a while, because it looks like a pretty decent party, | |
| but if you look under the table, you'll notice that things aren't as | |
| much fun as they seem. Harken back to the priestess's clue and take a | |
| look at that scarf. Using the order of the colors as a guide, pull the | |
| blue wire, the green wire, the black wire, and finally the red wire, | |
| and wait a little while with your fingers crossed (don't miss that | |
| Reagan quote -- it's a classic, like War of the Worlds). Once you've | |
| safely got the timer in hand, the Rod of Returning will get you home | |
| safely. | |
| Next, we put the star into the projector and we're back in Greece, | |
| but later in the day than before (a neat gimmick, as you'll see). | |
| First, go down and take a look at the frieze (no, we're not just | |
| sightseeing). Now head back upstairs, open the photographer's flash, | |
| and put the red battery inside. Then set the timer and put the timer | |
| inside before closing the flash. Finally, put the flash into the | |
| device and wait for the fireworks. Pretty cool -- 50 points, and the | |
| puzzle is optional, something I really don't understand. Now check | |
| your inventory, and you'll notice a slight discrepancy. This is not a | |
| problem. Go east twice to the mosaic and do your lagach trick until | |
| you're back at the frieze. Head upstairs, and there's all of your | |
| stuff, safe and sound. | |
| And now, Alexandria. This is, IMHO, the endgame, but only because | |
| the actual endgame is so much easier than this part. If you've been | |
| just cruising through the walkthrough so far, put it away now and try | |
| out Alexandria yourself a bit; only when approaching breakdown do you | |
| want to pick up this walkthrough again. To get to Alexandria, you'll | |
| want to put the charcoal sketch into the projector. You were going to | |
| figure this out on your own, but head north anyway and notice that the | |
| beam of light is striking Leo. Also, Austin should probably be | |
| standing here tripping out on the pretty light show. Now call me | |
| crazy, but do you see some kind of connection here? Before I actually | |
| pass on this solution, I feel obligated to show you how I reach it -- | |
| push Austin into the potting room with Jemima. 'Kay? Good, now push | |
| Austin into the slide projector room and do as Jemima did -- jump, and | |
| then follow your poor traumatized cat into Alexandria. | |
| This place is bustling with activity, but luckily Austin has suddenly | |
| decided to be affectionate (you just had to show him who was boss) and | |
| will follow you around for a while. The first thing you want to do is | |
| to head north and drop the smooth round stone into the grating. You | |
| can wait around to see what happens if you like, but then head south, | |
| southeast, and southwest to the necropolis. Now go south and look at | |
| the writings (making Alexandria lagachable) and head north again. Blow | |
| the bird whistle and the birds of prey will direct you to a certain | |
| tombstone. Take the cloak of many colors from the tombstone, wear it, | |
| and then head northeast twice, into the parade -- you'll find that you | |
| can only enter the parade while wearing this garish thing. Now you can | |
| safely head southeast into the royal museum while the guards outside | |
| kneel and bow and scrape and grovel in front of your cat. | |
| Once inside the museum, start by going south and anointing yourself | |
| with oil ('anoint me'), a ritual which you might have seen mentioned | |
| with the inscription in the necropolis. Go back north and southeast, | |
| where you'll want to take the spindle from the rickety globe that's | |
| there. Back at the birdcage, wait a couple of turns until a messenger | |
| drops two tubes into the pingeonhole. Get these tubes and prepare a | |
| little practical joke. To the northeast you'll find Callimachus and | |
| Apollonius, two competitive poets with extremely different writing | |
| styles (you can find out about this by looking them up in the | |
| dictionary). Before going there, though, switch the scrolls in the | |
| tubes -- i.e. put the short poem in the Alpha tube and epic poem in the | |
| Kappa tube. Now head northeast and give the Kappa tube to Callimachus. | |
| Follow Callimachus south and give the Alpha tube to Apollonius, and | |
| then pick up the spoils of this little war before heading out of the | |
| museum. | |
| With the museum out of the way, you should go north and then west, | |
| where you'll find the smooth stone and rusty key. Pick these up and | |
| then, if you wish, play dice with the old sailor. The object is to | |
| figure out how to count from one to six in this language, and if you | |
| play long enough you'll figure it out ('throw die' or 'drop die' -- 'roll | |
| die' might not work). However, if you were in the mood to figure things | |
| out you wouldn't be reading this walkthrough. The numbers, from one to six, | |
| are: thu, zal, si, ca, mach, and huth. Once you're through playing around, | |
| go back to the grating, unlock it with the rusty key, go down and enter the | |
| skiff. Pick up the adamantine heart which you find there, and then set sail. | |
| Don't worry, we'll be back soon. | |
| Now for some mundane stuff. To start off, head back to the octagon | |
| room and identify the rods you've picked up. Wave the spindle and the | |
| amber hairband and put them in the coffin to find out what they are. | |
| You should have a total of nine rods now, leaving only one to collect. | |
| Head up the servant's staircase and go through the fire exit and | |
| northeast. Head down and wave the green branch, driving off the corn | |
| crake. Get the nuts, go northwest, get the wooden ball, and take your | |
| favorite route to Mad Isaac's painting. Now head northeast to an area | |
| of Meldrew Hall we really haven't dealt with yet. Go east and then | |
| north and get the croquet mallet, then go south and east again to the | |
| croquet lawn, where we find six arches, just as the priestess | |
| mentioned. I hope you jotted down those numbers from earlier, because | |
| you need them now. The syntax here is "walk X paces <direction>." In | |
| general, the first number which the priestess gave you refers to east | |
| or west directions, the second number north or south, so there are four | |
| different places where you might have to dig (incidentally, if you | |
| haven't looked at the gardening implement from the garage, do so now). | |
| My experience has shown that the treasure is usually located east and | |
| north, but I can't guarantee it. Once you've dug up the strongbox with | |
| the spade, unlock it with the gothic iron key and open it to reveal an | |
| astrolabe, which you want to take. | |
| Now to finish with the truly mundane (only so because this paragraph | |
| is related to an optional puzzle), drop the hard wooden ball and hit it | |
| with the croquet mallet. Oops -- maybe you had better fill that hole | |
| first. Follow the squirrel northwest and put the nuts into the hole in | |
| the wall of the summer house. Once the squirrel has chased after the | |
| nuts, go south and blow the bird whistle. This should shake loose the | |
| gold watch for you to take. With that taken care of, head to the | |
| painting and 'lagach' yourself back to Alexandria. | |
| Head north into the necropolis and put the amber gem into the socket | |
| on the tombstone. Go down and do exactly what I feel like doing right | |
| now -- lie down on the couch and go to sleep. Now do it again. And | |
| again. And one more time. Now wait around, and watch the guards do | |
| their thing. Once they're finished, go to the west and die. Now die | |
| again. And again. Continue until you're back in the "present," and | |
| tweak the sphinx's nose. Head west and pick up the statue if you like | |
| before going further west to "Quite an Undertaking." At this point, | |
| you might try to go down that tunnel [northeast?]. Care to try again? | |
| You could keep trying, but when you give up and head east and west again | |
| a green oak quarterstaff will drop from the rafters (grab it). Next, put | |
| the sceptre into the first socket and turn it until it comes up "si." | |
| Move the sceptre to the second socket and turn it until it comes up | |
| "huth." Finally, turn it in the third socket until you get "thu," and | |
| the sarcophagous should spring open. Incidentally, you'll notice that | |
| this corresponds to the "III IIIIII I" writings we examined earlier. | |
| Now, enter the coffin and close the lid, and when the computer asks if | |
| you are crazy, just close the lid again, because you are. Just when | |
| all seems lost, go up, and you will see why we took the precaution of | |
| annointing ourselves with oil. | |
| OK, we still have one more trip to Alexandria left, so head out to | |
| the bronze mural and lagach yourself there. From the crossroads, go | |
| southeast, remove the cloak of many colors and turn it inside-out. If | |
| you happened to glance at the painting in the Undertaking room, you | |
| might have noticed that the priest of Sosostris wore a gray cloak. | |
| Wear this cloak, open the door to the tower, and enter. Put the green | |
| oak quarterstaff on Sosostris's table, and she'll give you a keepsake. | |
| Next head northwest, turn the cloak inside-out again, and go northeast | |
| into the parade. Go north twice and you'll be standing outside of the | |
| palace of Alexandria. If you want a laugh (and have 'undo' or 'save' | |
| capability), immediately go north again. If you want to live, then | |
| remove the cloak of many colors before going north. | |
| Once inside the palace, wear the purple sash, which will allow you | |
| to walk around. Are you familiar with those wonderful mazes where you | |
| have to drop items in order to identify rooms? Well, try it now and | |
| you'll see that that won't fly. The papyrus fragment from the museum | |
| in Hamburg actually has the solution, but remember that it's written | |
| backwards. If you think of the smooth round stone as a compass, then | |
| you'll see that you should go northeast, east, and then south before | |
| typing 'anoppe.' You will be immediately hustled over to the palace | |
| balustrade. Put the astrolabe on the mounting and then look through | |
| the eyepiece... | |
| ...And here you are, at the old church, ready for the last few | |
| obstacles. Before going on, I just want you to remind yourself that | |
| you're going to all of this trouble just to obtain a street map of | |
| Paris -- I thought you should try to keep your goal in perspective. | |
| Pick up the adamantine hand from the spire and then drop down twice to | |
| the parish. Go west, and you'll find an adamantine knight lying there. | |
| Put the hand on the statue, and then screw it on tightly. Do the same | |
| with the head, and finally the heart will be the finishing touch. Use | |
| the Rod of Fire to do your Doctor Frankenstein bit, and be kind, this | |
| guy's a little bit on the stupid side. Point east, and follow, then | |
| point east again and follow. Give the marble rose to the knight and | |
| then show him the keepsake which Sosostris gave you ('show keepsake to | |
| knight'). Once that's taken care of, point west and follow. | |
| This is another 'guess the verb' problem. What you need to do is | |
| type 'knight, open stone.' The knight will be confused. Now just type | |
| 'open stone' to show the knight what you mean, and if that doesn't | |
| work, try 'knight, open stone' a second time. Once the stone is out of | |
| the way, point down, and your good friend the knight will go bye-bye. | |
| Now you've got three High Rods, and honestly I don't think it matters | |
| which one you choose; I usually choose Love because I'm sappy. | |
| Careful, though, those things are hot! Use the Rod of Ice to cool down | |
| the one you want and then feel free to take it -- you can't stop the | |
| others from falling away. | |
| Using this route, dealing with Old Evans is essentially optional. | |
| Since I made you go to the trouble of getting the watch, though, we | |
| might as well take care of this. Evans has a mascot, which is actually | |
| a "moon" card which we could have used a while ago to get into the | |
| church. If you want to grab it anyway, then go south out of the church | |
| and hypnotise Evans with the watch. Once he's under, 'Evans, give me | |
| the mascot' will score you a few more points and the moon card (which, | |
| as I've already pointed out, is useless now that you've finished with | |
| the church). If you feel guilty about stealing from the poor old guy, | |
| then head back up to Alison's room and, while HOLDING the statue of the | |
| extremely ugly animal, look in the mirror. Evans will gain a pet, and | |
| you'll gain an eased conscience. | |
| Now, before we do the endgame, there's one more little puzzle we want | |
| to take care of. Pick up that golden orb from earlier and clean it. | |
| This part is a little strange, so I'll lead you through the reasoning. | |
| If you wait around a while, you will discover that you are basically | |
| inside of a chess game. If you looked up Helene in the history | |
| earlier, you should have noticed that she had a husband named Anton. | |
| If you look up Anton in the history, you'll find that he was a | |
| chessplayer with a flair for sacrifices. So there you have it -- use | |
| the Rod of Sacrifice on white and the orb will be sparkling and golden | |
| and ready for the last step. Head back to the dumbwaiter, go down to | |
| the cellar, and go west, where you'll find that the long wrought iron | |
| key will unlock this last door to the northwest. | |
| It's time to find a home for all of these rods you've collected. | |
| Fill the nine sockets with nine of the ten rods, holding onto the Rod | |
| of Infinity. For your benefit, the ones that should go in sockets are: | |
| Bronze, Fire, Ice, Husbandry, Luck, Returning, Sacrifice, Stalking, and | |
| the High Rod which you chose. Then put the orb into the spherical | |
| opening, strike the Rod of Infinity, and point it at the lemniscus. | |
| Hence, the master game -- your last chance to solve a complete | |
| portion of the game on your own. Take advantage of it, because once | |
| you've gotten this far the rest is a piece of cake. | |
| You are now wonderfully empty-handed. Get the torch, head west, and | |
| go down the rope. You can't quite reach the yellow daisy yet, so swing | |
| the rope and then grab it. Wear the daisy (these things are just so | |
| damn useful!) before going back up and east. Head northeast, then | |
| east, and then south. Get the horn, continue south, and then east. | |
| Get the sandals and wear them -- the die, for all intents and purposes, | |
| is useless. Next, go west twice, open the the cover, and put the torch | |
| into the well -- this is important, because otherwise you wouldn't be | |
| able to guage the distance. Go down into the well, and then east, | |
| putting you underneath the hypocaust. From this convenient hiding | |
| place, blow the horn, and then -- surprise! -- wave the horn. Use the | |
| Rod of Language on yourself in the usual manner, and then kick back and | |
| listen as the real reasons for this exhausting quest are revealed. | |
| When the druids are done talking, go west and up into the waiting hands | |
| of the enemy. | |
| For now, there's not a heck of a lot you can do, so wait a few turns | |
| until the saxon spy is thrown into the tent with you. Now you want to | |
| get the pole, thus collapsing the tent, before you head east over the | |
| hot coals (good thing you're wearing those sandals!). Now, get the | |
| blue stone and wave the tent pole. I'm sure you know what to do next. | |
| Once you're safely back at Meldrew Hall, get the book of poetry and | |
| read it. This time go east and down. Now, the coup de grace -- wave | |
| the blue stone, and give the fifty-franc note to the map man. His | |
| question is "What do you want?" Although I have a feeling he knows | |
| perfectly well what "map" means, you want to "say carte." Your old | |
| friend at the river will help you get back to Meldrew Hall, and just | |
| for the sake of closure, go back to the attic where the game began and | |
| go down. | |
| And that's it! I strongly suggest that you take a look at the | |
| "amusing" things to do section, because it covers a lot which this | |
| walk-through does not, including some of the other optional puzzles | |
| which aren't as much fun. If you have any questions or comments, | |
| please feel free -- oh hell, feel obligated -- to e-mail me: | |
| rbryan@netcom.com | |
| After using this walkthrough, you should have 554 out of 550 possible | |
| points. I have heard tell, however, that some have earned even more. | |
| If you know of any point-scoring puzzles which I have not found, please | |
| let me know. | |
| -- Russ Bryan, 11/11/94 | |
| Appendix: | |
| Things to look up in the dictionary of Mythology: | |
| Aeschylus, Agamemnon, Alexander, Alexandria, Andromeda, Aphrodite, | |
| Apollo, Apollonius, Ares, Arthur, Athene, Callimachus, Chlamys, | |
| Demeter, Diana, Dionysus, Eraina, Eumenides, Galita, Hades, Helicon, | |
| Hephaetus, Hera, Homer, Iliad, Kraken, Leda, Loxias, Menelaus, Odyssey, | |
| Odysseus, Pan, Perseus, Pharos, Pluto, Poseidon, Ptolemy, Pythian, | |
| Selenae, Sosostris, Syrinx, Ulysses, Zeus | |
| People to look up in the History of the Meldrews: | |
| Peter, Joshua, Ebeneezer, Isaac, Roger, Alison, Helene, Henri, Anton, | |
| Capability, Gerard, and Graham (sort of) | |
| Objects you can 'lagach': | |
| the mosaic, the mural at the crypt, the impressionist mural painting in | |
| Paris, the still life in Hamburg, the painting of Mad Isaac when | |
| mounted, the Greek frieze, and the writings in Alexandria | |
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