| "MISS JEMIMA! Are you in your senses? Replace the | |
| Dixonary in its closet!" | |
| - W.M.Thackeray, "Vanity Fair". | |
| A Walkthrough For MUSE: An Autumn Romance | |
| ========================================= | |
| (With added footnotes, and an Amusing section) | |
| Parental Advisory : Explicit Spoilers. | |
| Written by Quentin.D.Thompson. | |
| This walkthrough is (C)1999 Quentin.D.Thompson/The Theatre Of The Sensible. | |
| Written using the MS-DOS Editor / Release 990406 / Version 2.0.026 | |
| Disclaimer: | |
| ---------- | |
| Of course, all the usual warnings given by walkthrough writers could be | |
| added here, but why repeat them? What I must state is this: | |
| This walkthrough takes a rather comic/sarcastic look at the game, which | |
| is (probably) not the spirit in which "Muse" is meant to be taken. To put | |
| it another way, this was a sort of a "Bah! Humbug!" exercise, flippant | |
| in spirit and execution - and a little cranky at times. | |
| If you find this objectionable, read the 'PJG-Style' walkthrough immediately | |
| below. If you can tolerate my (sometimes imbecilic) sense of humour and | |
| sarcasm, read the Detailed Walkthrough instead. | |
| A Short Walkthrough | |
| ------------------- | |
| (Named 'PJG-Style' in honour of walkthrough-writer extraordinaire, | |
| Paul.J.Godfrey, without whose help I would never have finished "Enemies".) | |
| (your aim in this game is to reconcile a German fraulein with her father, | |
| and lift a young British artist out of his inferiority complex) | |
| (you start on the verge of boarding a small ferry) | |
| get trunk | |
| look (or anything else) | |
| wait | |
| (again, until the quote box from William Shakespeare appears) | |
| (you can get one ending here with the three commands in brackets:) | |
| (give trunk to boatman) | |
| (enter boat) | |
| (undo) | |
| east | |
| (the boatman will now leave) | |
| look at gentleman | |
| introduce myself to gentleman | |
| (in this game, always introduce yourself to each character before talking | |
| to them...) | |
| (x me) | |
| examine painting | |
| ask John about painting | |
| (depressed, isn't he? keep this in mind later..) | |
| ask John about inn | |
| e | |
| introduce myself to priest | |
| (we could do this later as well....) | |
| (ask priest about john) | |
| (take crucifix) | |
| w | |
| s | |
| s | |
| check in | |
| (you could introduce yourself to the German here, and save a turn later) | |
| x gentleman | |
| x lady | |
| up | |
| w | |
| (notice that the room is stuffy) | |
| open window | |
| (strange...let's be busybodies....) | |
| e | |
| e | |
| (this part is a little 'guess-the-verb'ish. If you let Viktor die there | |
| are two endings possible, one dumb and one extremely annoying. The | |
| 'optimal' ending is reached by saving him) | |
| support Viktor | |
| shout | |
| again | |
| wait | |
| (now everyone arrives on scene and you go to sleep) | |
| (the next morning) | |
| save "day1" | |
| stand | |
| e | |
| e | |
| introduce myself to gentleman | |
| ask gentleman about suicide | |
| ask gentleman about Klara | |
| ask gentleman about lady | |
| (you don't know her name yet, do you?) | |
| w | |
| d | |
| ask innkeeper about Viktor | |
| innkeeper, change rooms | |
| u | |
| e | |
| open window | |
| (you can see the young lady in the churchyard now) | |
| x dresser | |
| open dresser | |
| get journal | |
| w | |
| w | |
| give journal to Viktor | |
| (we can also keep the journal as proof to show Konstanza, but I'm a | |
| Victorian gentleman :-) | |
| e | |
| d | |
| out | |
| e | |
| introduce myself to fraulein | |
| (the conversation that follows is vital) | |
| talk to Konstanza | |
| ask Konstanza about parents | |
| ask Konstanza about mother | |
| ask Konstanza about anniversary | |
| ask Konstanza about Viktor | |
| (ask Konstanza about love) | |
| (enough cross-questioning now) | |
| ask Konstanza about Germany | |
| tell Konstanza about England | |
| walk with Konstanza | |
| (or "Konstanza, follow me") | |
| tell Konstanza about John | |
| tell Konstanza about Emma | |
| ask Konstanza about beach | |
| (talk to her or walk with her a bit more) | |
| (the next part is a little difficult to guess) | |
| (you have to find out about Klara von Goethe's death) | |
| n | |
| ask LeBrun about Viktor | |
| (ask LeBrun about suicide) | |
| ask LeBrun about Klara | |
| ask LeBrun about Konstanza | |
| s | |
| w | |
| s | |
| ask Rene about Viktor | |
| ask Rene about Klara | |
| (now you know more or less what happened) | |
| out | |
| e | |
| x Konstanza | |
| (you should get a description running 'regarded me with a certain amount | |
| of trust.....') | |
| ask Konstanza about Klara | |
| (now the truth comes out) | |
| (you have to let Viktor know) | |
| w | |
| s | |
| u | |
| w | |
| tell Viktor about Konstanza | |
| e | |
| d | |
| out | |
| e | |
| tell Konstanza about Viktor | |
| w | |
| (puzzle one is now solved. The rest of the plot concerns John.) | |
| (John Austin appears now) | |
| John, draw Konstanza | |
| ('tell John about Konstanza' also works) | |
| (he now goes down to the beach and starts painting) | |
| d | |
| introduce John to Konstanza | |
| (this should give you an idea of the 'best' ending) | |
| John, draw Konstanza | |
| (John searches his pocket but can't find his sketchbook) | |
| u | |
| s | |
| e | |
| ask Yvette about John | |
| ask Yvette about sketchbook | |
| ask Yvette for sketchbook | |
| w | |
| out | |
| d | |
| give sketchbook to John | |
| John, draw Konstanza | |
| (you can now 'take five'; this is one way of doing so) | |
| u | |
| s | |
| u | |
| w | |
| ask Viktor about Konstanza | |
| e | |
| d | |
| e | |
| ask Yvette for meal | |
| (x meal) | |
| (do not 'smell meal' - the program crashes here on Frotz) | |
| w | |
| out | |
| d | |
| (back to the beach) | |
| ask John for sketchbook | |
| show sketchbook to Konstanza | |
| John, paint Konstanza | |
| z (for a few turns) | |
| (you should now get a message about feeling out of place...) | |
| give sketchbook to John | |
| u | |
| e | |
| n | |
| w | |
| n | |
| n | |
| (you could meet Maurice at any point in the game - it's immaterial) | |
| introduce myself to newsagent | |
| ask Maurice about John | |
| n | |
| (John isn't here) | |
| z | |
| (wait until John arrives at his lodgings) | |
| n | |
| (you should now be in John's room) | |
| x landscape | |
| x seascape | |
| buy landscape | |
| s | |
| (another 'guess-the-verb') | |
| wire emma | |
| ask emma for money | |
| (you now are ushered out of the shop) | |
| s | |
| s | |
| u | |
| e | |
| sleep | |
| (the morning after) | |
| save "ending" | |
| (there are two endings you can get here) | |
| stand | |
| w | |
| d | |
| (Rene should now hand you a cheque from Emma) | |
| out | |
| n | |
| n | |
| n | |
| give cheque to John | |
| (if you haven't guessed the ending by now, kongratulations) | |
| s | |
| s | |
| s | |
| save "ending" | |
| (Viktor now tells you about John and Konstanza. Here the ending branches) | |
| 'Depressing' ending: | |
| u | |
| e | |
| get trunk | |
| w | |
| d | |
| out | |
| e | |
| n | |
| w | |
| w | |
| give trunk to boatman | |
| enter boat | |
| quit | |
| (annoying, isn't it?) | |
| 'Happy' ending: | |
| u | |
| e | |
| get trunk | |
| w | |
| d | |
| out | |
| d | |
| (all that fuss for a single kiss. I haven't felt such a sense of | |
| purposelessness since Ducksoup, when I braved hell and high water | |
| to rescue some dame's dumb ducky. And at least Ducksoup was funny.) | |
| Some nitpicks: | |
| 1) frenchman is spelt with a capital F (at least it was in the Victorian | |
| Age.) | |
| 2) in the last scene of the 'happy' ending Konstanza addresses you as | |
| Herr Austin.....wonder how John will react if she calls him Herr Dawson? | |
| Some unanswered questions: | |
| * if you're such a father figure, and Emma is like Konstanza's mother, | |
| why not another guess-the-verb ending - 'adopt Konstanza'? :-D | |
| * why does Yvette do absolutely nothing in the game? | |
| * in general artists are abetted by middle-aged women, not young | |
| frauleins; hence another ending: "Wire Emma. Tell Emma about John. | |
| Z (until Emma arrives). Marry Emma to John. Full. Amusing." :-D | |
| * all right, so the game doesn't have a score; why not a tasklist at least? | |
| A Long Walkthrough: | |
| ------------------ | |
| (In the tradition of Gareth Rees' fine walkthrough of Jigsaw.) | |
| Muse is an 'atypical' text adventure. Instead of finding treasures, | |
| solving puzzles and visiting hundreds of locations, all your | |
| action takes place in a small French town/village, and all the puzzles | |
| are based on interactions with characters. Traditional thinking won't | |
| get anyone very far in this game. The best advice I can give anyone | |
| who stops reading at this line is to follow Pink Floyd's advice: | |
| "Keep talking". Or Hercule Poirot's: "Keep talking, something's bound | |
| to slip." There are no mazes, no significant object interactions, and | |
| there is no score. It's also potentially very depressing in some trees | |
| and annoying in others, and a lot of its puzzles are arguably guess- | |
| the-verbs or guess-the-topic of conversation. This said and done, it's | |
| an honourable attempt at making characters, rather than locked doors, | |
| tourist maps or fifteen puzzles, the focus of a text adventure. | |
| Be warned, however. The quote at the beginning of the game may | |
| lead you to expect otherwise, but there's very little romance in | |
| this game. (At least, romance in the usual sense.) | |
| A few general principles, in case you find the blurb so interesting | |
| that you don't want the game to be spoilt for you: | |
| 1. Before talking to anyone, use the command "Introduce myself | |
| to <person>". If you want to break the ice between two people, | |
| type "Introduce <person1> to <person2>". For example (assuming | |
| this is a Dickensian universe, not a Trollopeian one....) | |
| Introduce myself to Brownlow | |
| Introduce Rose to Nancy | |
| 2. Though the puzzles are all based on human behaviour, that doesn't | |
| imply that you need a knowledge of Victorian behaviour to solve | |
| them. Think straight, and if you get stuck, the author has provided | |
| a pile of hints. | |
| 3. Sometimes you may feel that you ought to be progressing, but actually | |
| you aren't, because you've left out a crucial step. It's fairly | |
| easy to go back and correct this in Muse, so don't worry. | |
| 4. In a traditional text adventure, "Examine everything carefully" is | |
| good advice; in this game, ask everyone about everyone else and | |
| everything. A lot of interesting things may slip out. (Vide supra.) | |
| 5. You can tell people a lot of things in this game, and in one | |
| particular puzzle you have to. Use your discretion. | |
| 6. If you offend anyone, use the 'apologize' verb to patch things up. | |
| 7. Just remember, if things get too dicey, hop on the boat and go | |
| home. | |
| 8. There's more than one way of solving the game. | |
| WALKTHROUGH. | |
| PART ONE. | |
| In this game you play the Rev. Stephen Dawson, an elderly British | |
| clergyman, on vacation for health reasons. He decides to make short | |
| stop at a French village for a bite, and is about to get back on board | |
| the boat..... | |
| examine me | |
| Always good to know thyself. I always try this command in every game, | |
| and though few games give you as rewarding a reply as Photopia, I still | |
| keep on trying. | |
| get trunk | |
| enter boat | |
| At your third move, you see a young lady pass you by, and whatever you | |
| do for the next two moves, time stands still. So follow the line of | |
| least resistance and just: | |
| wait | |
| wait | |
| Nice quote. Well, now you have two choices. Either you can ignore the | |
| entire episode, or follow your irrational impulse. Let's take up the | |
| former first, but take our precautions. | |
| save "goodbye" | |
| enter boat | |
| Quite a realistic answer (you are, after all, 59 years old), so just | |
| lighten your load a little... | |
| give trunk to boatman | |
| enter boat | |
| And you'll never see what might have been. Not a very satisfactory ending - | |
| I can hear Tom and Crow's complaints in the background. (I'm not a great | |
| believer in 'love at first sight' - especially if you're supposed to be a | |
| sedate 59-year-old, who has probably seen a lot of women in his lifetime - | |
| so please excuse my little jest.) | |
| Let's take the road less travelled, this time. | |
| restore "goodbye" | |
| east | |
| The boatman _is_ kind of annoyed, and that's understandable. (Query: is | |
| it 'alea iacta est' or 'alea jacta est'? My Latin is atrocious, but I've | |
| seen it spelt both ways.) That young gentleman (I was by now totally in | |
| my persona as Vicar of Barchester, and held decidedly anti-Bohemian views) | |
| seemed unattractive, but I dropped the mimesis and decided to play it | |
| as a text adventurer. I can't let my walkthrough be affected by my | |
| recent readings of Irving Stone, anyway. | |
| introduce myself to gentleman | |
| "Introduce" is an interesting command that's obviously been introduced | |
| (ouch) for the first time in this game. It's perhaps the only thing I | |
| could unreservedly praise in it. Let's chat with John a little now, | |
| since he's no Vincent Van Gogh, but a jolly old Englishman.... | |
| ask John about painting | |
| Feels unsure of himself, doesn't he? Well, you can't do anything about it | |
| - yet. Chat with him if you want to ('talk' works fine in this game) | |
| talk to John | |
| or even | |
| ask John about inn | |
| (since you're going to stay there) | |
| but it's not really essential. You can just explore a little, and practice | |
| using the Introduce command as much as possible.... | |
| north | |
| look at postmaster | |
| introduce myself to postmaster | |
| talk to Maurice | |
| south | |
| east | |
| Nice quote box. It keeps on popping into my head everytime I enter the | |
| Gynaecology Out-Patients (Quentin.D.Thompson, for the record, is a | |
| medical student. Hence "A Bloody Life".) | |
| look at priest | |
| introduce myself to priest | |
| Ask everyone about all the other characters. This game calls for a little | |
| Agatha Christie mentality (if you're not sure what I mean, dump this | |
| walkthrough and read a good Hercule Poirot...) | |
| ask priest about John | |
| which merely confirms what he himself told you. You'll have to convince him | |
| how great he is later in the game, but not now John (sorry, Pink Floyd). | |
| Let's now make our way to the inn... | |
| south | |
| west | |
| south | |
| You're now in the lobby, and you can see the young lady and her father here. | |
| Remember this is the Victorian age, so stifle your 20th century pick-up | |
| lines, and | |
| introduce myself to German gentleman | |
| so that you can call him Vik from now on. You need a room: | |
| check in | |
| Well, that's settled. | |
| This part of the game is analogous to the picking-up of the sketchbook, | |
| device, rucksack, etc. that you have to play through in Jigsaw. The real | |
| 'action' (an execrable term - let's say 'flow of events') starts from | |
| now. If you want to commemorate this, just | |
| save "main" | |
| but it's not strictly necessary. Go up to your room (that's what you | |
| want to do, isn't it?): | |
| up | |
| west | |
| The lack of ventilation is getting you down. Now, if I were writing this | |
| game, saying "XYZZY" would bring you an Ivan Blagowski complete with | |
| air-conditioner, but let us be Victorian and keep a stiff upper lip: | |
| open window | |
| Very strange, as Lennon and McCartney would put it. Once again, dropping | |
| our role, let us play the part of private detective: | |
| east | |
| What happens now confirms your suspicion. | |
| east | |
| The part that follows not only contains one 'bug', but is also a guess-the- | |
| verb. If you want it made easier for you, first | |
| examine Viktor | |
| or trigger the bug using | |
| talk to Viktor | |
| or, if you're just following the leader, use the prescribed command.... | |
| support Viktor | |
| But you can't save him by yourself. Not only are you 59, but he's probably | |
| got a lager-belly as well, and we can't have the Rev. Dawson dislocating | |
| both his shoulders in a game called "An Autumn Romance". Get some help, | |
| quick! | |
| shout | |
| shout | |
| wait | |
| And this brings us to the end of Part One of the game. Part Two is where | |
| you go around resolving all the conflicts, and it's a little more | |
| difficult that Part One. So, if you needed the walkthrough till now, | |
| you might as well print out the rest and save yourself some bother. | |
| Sorry if that last sentence sounded smarmy - I was just thinking of the | |
| game's online hint system (which is very jarring when you consider the | |
| writing skills shown by the author in the actual _game_). | |
| You wake up the next morning.....Save a game here if you want. | |
| save "part1" | |
| Now get out of bed and at 'em! | |
| stand | |
| PART TWO. | |
| You're curious. You aren't? Well, you ought to. Or rather, you should be | |
| concerned about the spiritual wellbeing of anyone who's just attempted | |
| suicide (if you want LeBrun's theology on suicide, just ask him at any | |
| point after Part One.) Let's pay Viktor a house call: | |
| east | |
| east | |
| This is no time for dilly-dallying. | |
| ask Viktor about suicide | |
| Most convincing. One old man will definitely pour out his woes to another. | |
| You can ask for the gruesome details if you want, but that's sheer abuse | |
| of your position of trust. But, after all, this _is_ a computer game..... | |
| ask Viktor about Klara | |
| ask Viktor about daughter | |
| Give the poor guy a break now. Go on down and meet Rene. He has a hint for | |
| you: | |
| west | |
| down | |
| ask Rene about Viktor | |
| A change of scene. Hmmmm.....not much room for change in this game. After | |
| all, the inn only has three rooms, 1, 3 and the mysterious Room 2. Well, | |
| at the most, you can swap rooms. Phrasing is difficult here (there were | |
| mucho grouses about this on r.g.i-f) so I'll help you out: | |
| Rene, change rooms | |
| (or simply 'change rooms') | |
| Now you're in Room 1, so rearrange your geography a little. Enter your | |
| new room: | |
| up | |
| east | |
| Same problem as before, so use the same solution: | |
| open window | |
| Now explore the room. (Just kidding). Actually, all you need to do is | |
| open the dresser | |
| which should give you a journal. The first time I played the game I actually | |
| tried: | |
| read journal | |
| and felt like a heel for the rest of the game. (Still kidding). Let's be | |
| Victorian about it, and respect the poor guy's privacy. | |
| take journal | |
| examine it | |
| west | |
| west | |
| give journal to Viktor | |
| Much nicer than being a Nosey Parker, in my Victorian opinion. | |
| east | |
| down | |
| out | |
| e | |
| The conversation that follows is rather odd. It starts like an average | |
| clinical history (or should I say psychiatric history?) but suddenly | |
| becomes rather lame. There are many ways of playing this part; I'm just | |
| giving you one that worked for me. | |
| First things first. You've already been introduced, so just take a long | |
| hard look. | |
| look at Konstanza | |
| (or 'lady', or 'girl'. Of course, if you've been reading this carefully, | |
| you could call her Konstanza, but - dear me - let us be realistic or die. | |
| Read the description carefully; the reason why becomes apparent later.) | |
| Now give her the third degree: | |
| ask Konstanza about parents | |
| (You could go directly to Viktor or her mother, but this is more realistic.) | |
| ask Konstanza about Viktor | |
| ask Konstanza about mother | |
| ask Konstanza about anniversary | |
| That's about all she's going to tell you until you find out more about her | |
| mother's death. Another interesting (realistic?) proviso is that she won't | |
| tell you more until you have a bit of a jaw with her. Frankly, if I was | |
| a depressed young German fraulein, I would have _extremely_ little patience | |
| with some stuffy old English vicar telling me all about his life; I would | |
| just ignore him, like all the NPCs ignore you in "Undertow". However, this | |
| seems to be an important puzzle. | |
| Remember "The King and I"? (It's a lot more recent than Anthony Trollope, | |
| so I guess you should.) Well, if my long-term memory isn't failing me | |
| yet, there was a song entitled 'Getting to Know You' in it. It seems like | |
| an apt theme tune for the next few moves (which can be made in almost any | |
| order; this is just the one I followed.) | |
| ask Konstanza about Germany | |
| Bavaria? Isn't that where Arnold Schwarzenegger came from? | |
| tell Konstanza about England | |
| Now bore the poor girl to death even more.... | |
| tell Konstanza about myself | |
| tell Konstanza about John | |
| walk with Konstanza (or "Konstanza, follow me") | |
| talk to Konstanza | |
| tell Konstanza about Emma | |
| ask Konstanza about beach (or inn) | |
| ask Konstanza about Rene | |
| ask Konstanza about LeBrun | |
| Informative. This makes your next few steps a lot more logical; obviously, | |
| LeBrun and Rene have some of the information you wanted. If you want to | |
| get a really touching reply out of her, just | |
| ask Konstanza about love | |
| Que c'est emouvant! Now let's leave the poor dear alone, Mr. Dawson. Go | |
| talk to some of your gentleman friends: | |
| north | |
| ask LeBrun about Viktor | |
| If you'd like a Catholic perspective on suicide, just ask old Antoine... | |
| ask LeBrun about suicide | |
| ...but if you don't, just proceed with the gathering of data to be | |
| manipulated and used: | |
| ask LeBrun about Klara | |
| ask LeBrun about Konstanza | |
| You've got all you can out of him; now seek a garrulous old Frenchman. | |
| south | |
| west | |
| south | |
| ask Rene about Klara | |
| That solves the second and most difficult part of what I shall call the | |
| "Konstanza puzzle". Now go back to her.... | |
| north | |
| east | |
| There's one more thing you can find out (though it's not necessary): | |
| search graves for Klara | |
| Just to make sure that she's ready to trust you, you can try | |
| examine Konstanza | |
| Hmmm. So she now regards you with sympathy, etc, etc. Let's take advantage | |
| of this state of love and trust: | |
| ask Konstanza about Klara | |
| Now the _awful_ truth has come out. These days, it would hardly be second- | |
| line material for the Oprah Winfrey Show (though Deepak Chopra or Reader's | |
| Digest might make much of it) and I doubt that, even in the Victorian age, | |
| it was such a big deal - but this is a walkthrough, not a boring critical | |
| essay. So trash your incredulity, and relay her message to Papa: | |
| west | |
| south | |
| up | |
| west | |
| tell Viktor about Konstanza | |
| Now back down those stairs again. It's fortunate that you're a mere man, | |
| otherwise all those flights of stairs would give you a prolapse, and you | |
| could sue Chris Huang for malpraxis (or is it 'malmimesis'?) | |
| east | |
| down | |
| out | |
| east | |
| tell Konstanza about Viktor | |
| west | |
| Part Three of the Konstanza puzzle is now over; your only remaining puzzle | |
| is the Matchmaker puzzle, about which the next section is concerned. It | |
| mainly concerns John, who's looking for inspiration. Right now, you've | |
| got a one-track mind, so the only suggestion you can make to him (he | |
| appears out of the blue now) is | |
| John, draw Konstanza | |
| John now goes down to the beach, intent on painting a seascape (you will | |
| end up getting it for free, but more on that later), so go join him; you | |
| have nothing constructive to do. | |
| down | |
| So as to prevent our young friends from feeling embarrassed, you could | |
| introduce John to Konstanza | |
| - in fact, you have to, and this should give you an idea that this is _not_ | |
| one of those Western games where the cowboy gets his man (or woman). Since | |
| he still needs inspiration, repeat your suggestion again, now that he can | |
| see her... | |
| John, draw Konstanza | |
| John searches his pocket but can't find his sketchbook. Panic. No fear. There | |
| are very few places that the sketchbook could be. If I were sadistic, I would | |
| ask you to go around asking everyone for it; but this _is_ a walkthrough. Just | |
| get back to the inn. | |
| up | |
| south | |
| east | |
| Now that you're in the public house, you could always | |
| ask Yvette for a meal | |
| which, considering that you haven't eaten at all in the game so far, is | |
| welcome. Do not type 'smell meal' here if you're using Frotz; for some | |
| enigmatic reason, the program bombs with a "Stack overflow" message. | |
| We're concerned solely with John, so... | |
| ask Yvette about John | |
| Aha! | |
| ask Yvette about sketchbook | |
| A little guess-the-preposition is needed: | |
| ask Yvette FOR sketchbook | |
| (the capitals are just for emphasis. Type it in lowercase as usual.) Now | |
| you can return the sketchbook to John: | |
| west | |
| out | |
| down | |
| give sketchbook to John | |
| and repeat your request for the third time - artists are dense, aren't they? | |
| John, draw Konstanza | |
| John can't finish the sketch immediately, so you might as well take a | |
| leisurely stroll around the village now. This is one list of things you | |
| could do; feel free to kill time in any way you want before returning | |
| to the beach. This is one way - and it also ascertains that you've done | |
| the right things so far... | |
| up | |
| south | |
| up | |
| west | |
| Has our mission of peace succeeded? | |
| ask Viktor about Konstanza | |
| Yes! Now go barge in on dear John. | |
| east | |
| down | |
| out | |
| down | |
| We're back at the beach now, and the puzzle at hand is how to make | |
| Konstanza pose for John's painting. (She is, after all, his inspiration. | |
| A little later, you can ask John about her to see how badly hit he was.) | |
| Konstanza doesn't know much about John's talent, so convince her: | |
| ask John for sketchbook | |
| show sketchbook to Konstanza | |
| Vanitas vanitatum et omnia vanitas, as Willie Thackeray would put it. | |
| Anyway, it seems to have worked. Now you can tell John to get on with it. | |
| John, paint Konstanza | |
| wait | |
| wait | |
| You can wait (for a few turns) or do anything else, but you'll soon get a | |
| message about feeling like an intruder - which is realistic enough. If I | |
| were painting, I'd hate to have J. Alfred Prufrock over my shoulder | |
| (not that I could paint to save my life; make that 'if I were writing | |
| AGT/Inform/Hugo code or game reviews'.) Let's leave the dears alone. You | |
| have to return John's sketchbook first, of course. | |
| give sketchbook to John | |
| up | |
| Let's go back and visit old Maurice again. | |
| east | |
| north | |
| west | |
| north | |
| wait (for a few turns) | |
| John should now arrive at his lodgings; if he doesn't, just kill time | |
| a little; look at the newspapers, talk to Maurice, say 'xyzzy', let | |
| your imagination run wild, and keep on trying 'north' again. Finally, | |
| you will end up in John's room. Be an art critic: | |
| examine paintings | |
| examine landscape | |
| examine seascape | |
| ask John about landscape | |
| ask John about seascape | |
| He already thinks the seascape is good, so there's no use in buying it. | |
| What you have to do, then, is | |
| buy the landscape | |
| Out of cash! It's a bloody life. Maybe you could wire home for some. This | |
| is extremely guess-the-verb, which is ironic considering that, traditionally, | |
| guess-the-verb is synonymous with AGT Standard.... | |
| south | |
| wire Emma | |
| ask Emma for money | |
| This kind of pleases Maurice, who escorts you out of the shop. Well, | |
| 'something attempted, something done, has earned a night's repose' (I'm | |
| not sure where the quote is from, or even if I'm quoting correctly), but | |
| just go back home and tuck yourself in.... | |
| south | |
| south | |
| up | |
| east | |
| sleep | |
| Thus ends the Second Part. | |
| PART THREE. | |
| As you may have guessed by now, there is still one loose end to be tied | |
| up - that is, paying John for the landscape. Doing this more or less | |
| winds up the entire plot in a rather rushed manner - but this part _is_ | |
| well done, I'll admit. Since there are two endings here, you might want | |
| to have a saved game handy before trying them both out: | |
| save "ending" | |
| and get out of bed... | |
| stand | |
| Sloth is one of the Seven Deadly Sins, so get out of your little room and | |
| explore the Internet - sorry, I meant the village.... | |
| west | |
| down | |
| Maurice should now hand you a cheque from Emma, whose use is quite obvious. | |
| (At least this game didn't have VILE ELECTRONIC PUZZLES FROM HELL.) Go give | |
| the cheque to l'ami John: | |
| out | |
| north | |
| north | |
| north | |
| You can ask John about Konstanza if you want to know how much your monetary | |
| assistance will mean to him, but don't bother. Just be business-like: | |
| give cheque to John | |
| Guess the ending now. It's not hard. There's very little more to do: just | |
| get back to the inn. | |
| south | |
| south | |
| south | |
| And Viktor has a bombshell for you. Now, you could try and do a 'Porphyria's | |
| Lover' (or do I mean a Stiffy Makane?) by killing Konstanza, but that would | |
| only work if I had been writing the story. From here, there are two | |
| endings. Save your game again, and savour them. The first six moves | |
| of both endings are simply the process of getting your trunk - you don't | |
| need to check out. | |
| up | |
| east | |
| get trunk | |
| west | |
| down | |
| out | |
| save "Endings" | |
| Let's do the sad ending first. (Don't ask me why - maybe because P.J.G. | |
| did something of the sort in his Spider & Web walkthrough.) | |
| east | |
| north | |
| west | |
| west | |
| give trunk to boatman | |
| enter boat | |
| I can just imagine the Mystery Science Theatre heckling at this ending; | |
| it's extremely unsatisfactory. I had always pictured Dawson to myself | |
| as an amiable blunderer, and this ending shows him to be just about as | |
| unreasonable as John, when push comes to shove. | |
| Be warned, now. The happy ending is not much better.... | |
| restore "Endings" | |
| down | |
| St. Francis? | |
| The 'givers' of society? | |
| Oh, great. One ending makes Dawson a pig, the other makes him a prig. | |
| Some people have gone on record saying that this ending produced tears | |
| of joy, but I wasn't one of them. | |
| Great "closure", I must say. Let Emma have the last word: | |
| "It's nice to see that Stephen had some common sense. That German | |
| girl would never have suited him, or made him happy. Why couldn't | |
| the dear man choose a nice simple English girl, with _several_ freckles | |
| instead of just one, who could ride a horse with the best of them and | |
| keep his vicarage in order after I'm gone? Men!" | |
| Victorian women always were tops in common sense - especially spinsters. | |
| What this game needed urgently was a Miss Marple. Not in her detecting | |
| capacity, of course. It also urgently needed a sense of humour. Even | |
| Dickens - for all his sentimentality - usually found the time to | |
| add the leaven of humour to most of his books. | |
| (Please excuse the quotes around the word "closure" - oops, I've done it | |
| again. I just find the term execrable. A matter of idiosyncrasy.) | |
| Some amusing things to try - | |
| - Kiss the boatman. | |
| - Take the cross in the Catholic Church. | |
| - Attack Father LeBrun. | |
| - Ask Rene or Yvette about Nazis, Flick or Edith. People who haven't | |
| watched the TV show "Allo Allo" won't get this, and frankly I don't | |
| understand why this joke was included. | |
| - Type 'xyzzy' or 'plugh'. | |
| - Try any of those good old four-letter words. | |
| - Talk to Viktor when he's about to die (a coding error, but it's funny) | |
| - Try painting anything. | |
| - Play "The Incredible Victorian Adventures of Stuffy Dawson" (a.k.a. | |
| "Muse! An Interactive MiSTing") by Quentin.D.Thompson, to be released | |
| in a few months. | |
| (Sorry, I couldn't resist that.) | |
| Some irritating things to try - | |
| - Kiss or hug Konstanza. | |
| - Ask Konstanza about love, propose to her, or ask her about Klara after | |
| El Big Mess-Up is cleared up. | |
| - Ask for a score. | |
| - Read the online hints. | |
| - Play the optimal ending. | |
| - Allow Viktor to die. The game becomes unplayable. | |
| - Smell the food in the public house. (Only if you're using Frotz.) | |
| - Type 'eat food' after ordering a meal. | |
| - Read all the quotes in the game carefully. | |
| - Take this game and its message seriously. | |
| A few unanswered questions - | |
| * Do you _seriously_ believe that John and Konstanza will live happily | |
| ever after? I once toyed with the idea of writing an Enemies-style | |
| game where you play Dawson once more, and Konstanza comes seeking your | |
| blood for letting her be miserable with John - but then, I couldn't | |
| code all those Mensa puzzles if I tried. | |
| * Since you play the role of a father-figure, and Konstanza says | |
| Emma is like her mother, why not adopt the young fraulein? (after, of | |
| course, having let Viktor successfully commit suicide.) Hell, "adopt" | |
| is hardly as guess-the-verb as "support". | |
| * Why is this game called "Muse"? "An Autumn Romance" perhaps, but | |
| why "Muse"? | |
| (I know that there's a synthetic prostaglandin preparation called | |
| _Muse_, which was prescribed by doctors before Viagra was invented, | |
| but that could hardly be what the author was referring to. Maybe | |
| the author meant that Konstanza was John's Muse, but that's a very | |
| hollow explanation and I don't quite believe it myself.) | |
| * How does the quote at the beginning of the game fit in with what | |
| actually happens? | |
| * Wow, a real live Puritan must have written this game. Since when | |
| has 'xyzzy' been considered witchcraft? Surely we aren't incinerating | |
| (oops, bad pun) that all IF games with magic in them ought to be burned | |
| at the stake. _Maybe_ it was humour. But if it was, it hardly jells | |
| with the rest of the game. | |
| * What's the matter with the online hints? After investing so much time | |
| writing a game in the style of the Victorian Age, why mar the effect | |
| by writing hints that come straight out of "Mop And Murder" or "Space | |
| Aliens Laughed At My Cardigan"? Even contemporary games (Theatre, | |
| Little Blue Men, Photopia) had well-written hints. Yvette suddenly | |
| walking across the street doing a can-can couldn't have been more | |
| out-of-place. | |
| * Is this game _really_ meant to be a satire? I know there's a fine essay | |
| by Adam Cadre, "The Calliope Effect", that argues this point. But | |
| I'm still not convinced. There are too many discrepancies. | |
| * I fail to see the connexion (Victorian spelling :-) between this | |
| game and either Jane Austen or Jane Eyre. | |
| Well, I hope you found this walkthrough useful. If you have any corrections, | |
| comments, suggestions or flames, please direct them to me at | |
| <stupid_q@my-dejanews.com>. | |
| Au revoir, | |
| Quentin.D.Thompson | |
| Planet Earth, 1999 A.D. | |
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