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ManxomeBromide
Jan 29, 2009

old school


Are we really going to do the Q&A style introduction right off the bat?

We sure are! This is a parser-based interactive fiction game, it'll get us into the habit of call-and-response.

Fine, fine. What is Hadean Lands?

It's interactive fiction by Andrew Plotkin, like it says. We're a journeyman alchemist aboard His Majesty's Marcher The Unanswerable Retort and something very bad has just happened. Our task is first to survive and then to sort out what to do about it.

What is a "marcher"?

Apparently it's some kind of alchemical starship, according to the marketing materials. That's kind of a lies-to-children answer, though. We'll be seeing much more of the marcher in-game.

OK, anyone reading this probably already knows the answer to these questions, but just in case: what is "interactive fiction", who is "Andrew Plotkin", and what did you mean by "parser-based"?

These days, interactive fiction (IF for short) encompasses a huge swathe of disparate stuff these days, but it generally means a mostly-text-based or text-focused game that the user interacts with by textual or text-like means. "Parser-based" IF generally descends in some way from Colossal Cave and Zork, and those by way of the old SHRDLU Blocks World system; a world of >GET LAMP and >KILL TROLL WITH SWORD and >ASK GUARD ABOUT SCHEDULE and >INTONE THE LESSER PHLOGISTICAL SATURATION. They are what your average goon would think of as "text adventures", even when they aren't necessarily adventures, or entirely text. (The comparison is generally to "choice-based" IF, which invokes the old Choose Your Own Adventure books or the modern Choice of Games line.)

In recent years, "interactive fiction" has grown diverse enough and incorporates enough independent traditions that we can include things like visual novels within it without having to hedge about how it's an independent tradition tha thappens to look a whole lot like choice-based IF.

Andrew "Zarf" Plotkin has been a major figure in what I'll call the Zork tradition from the mid-1990s through the present day, both as an author (So Far, Spider & Web, The Dreamhold) and as a technologist.

What makes Hadean Lands interesting, then?

Its history is kind of interesting. It started out as a Kickstarter—the first IF-related kickstarter I'm aware of—hit its fundraising goal on the first day, ended up raising many times its initial goal, then dragged on interminably with a trickle of secondary releases before finally coming out full-formed in 2014. It started life as an iOS game, despite being based on old PC technologies; those were refined over the next few years and it ended up on Steam in 2016.

So, basically Broken Age, then?

It's different from Broken Age in that (1) the amounts of money were much smaller; (2) the secondary releases were four completely different games, all for iOS (the Kickstarter itself was "Interactive Fiction for the iPhone"); and (3) this kickstarter happened over a year before Broken Age made Kickstarting video games an omnipresent cultural force.

What makes Hadean Lands interesting as a game as opposed to as a forerunner of Internet drama?

It's a very large game, with a big map, a complicated alchemical ritual system, and a ton of independent and sometimes mutually contradictory goals. Many complicated, multi-stage actions will need to be executed dozens of times. The neat part—especially if you've spent a lot of time playing text games—is that the command parser has an insanely sophisticated goal-seeking AI built into it. If it knows that you've already proven how to do something, you can do it with a single command. I once had a > GO WEST command translate into dozens of subgoals and probably thousands of commands.

Reviews of the game at the time tended to talk about how the other major figures in parser IF were very impressed by this system and swore to never attempt anything like it themselves before fleeing in terror. This means that Hadean Lands is likely to continue to hold its throne as the most sophisticated Zork-like game that has ever or will ever be made.

Oh, that reminds me. This is a Manxome Bromide LP. Are there going to be tech posts?

Not really. Once things get off the ground I'll dedicate a brief post to the technologies involved in making the game run on the devices it runs on, but the mechanics of how the game works will be revealed through play. Watching a sophisticated system work out its implications is a large part of the joy of Plotkin's IF generally, and Hadean Lands is no exception.

Will there be audience participation? What's the update schedule going to look like?

I'm aiming for at least weekly, but it will get much faster when there's a lot of text and very little strategic decision-making. There is a lot of text in the game, and as the game proceeds the focus will shift from immediate problem solving to more long-term planning. I'll be running faster through the earliest parts, where the mechanics are introduced, and then slow down once our options expand. Any important votes will be held open for at least three days.

I'll also be drawing attention to particular aspects of the writing we've seen either as discussion topics, invitations to rampant speculation, or just to make sure that certain details don't get lost in the flood.

Let's begin!

ManxomeBromide fucked around with this message at 04:04 on Jul 15, 2018

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ManxomeBromide
Jan 29, 2009

old school
Now that our journey has completed, our alchemical journal is also complete. Here is all the data that we can get out of the Alchemy Journal Window.

The Alchemical Journal of Ensign J. Forsyth

MAP

Click here for the full 1000x960 image

RITUALS
  • Basic tarnish removal (brass): "FOR THE CLEANSING OF BRASS TARNISH: Prepare an atmosphere of fiery principles. Place a brass token within the bound, and seal it. Speak a word of essential nature, so that the properties of brass may be evoked. Compound the atmosphere with a resinous note. Then intone the Lesser Phlogistical Saturation to complete the token's investment. Place token directly on tarnished item."
  • Basic rust removal (steel): As per brass, but use a steel token instead of a brass one.
  • Redoubled tarnish removal: "REDOUBLED TARNISH CLEANSING: Deeply corroded metal may not yield to the basic tarnish removal ritual. In such cases, one must locate a more potent resinous element. Rather than the common rosemary or lavender twig, try a branch or cone from an evergreen tree. It may be necessary to crush the element to release its full effect."
  • Redoubled rust removal: As per brass, but, again, use a steel token instead of a brass one.
  • Universal tarnish removal: "UNIVERSAL TARNISH CLEANSING: The basic tarnish rituals employ the law of similarity; a steel token removes rust from steel. To prepare a token that will work on any corroded metal, one must prepare a catalytic environment, rather than a fiery one. Place a token of brass or steel in the bound and begin with a simple sealing. Recite the categorical imperative; pour a drop of Java spirit upon the token; conclude with the Lesser Phlogistical Saturation."
  • Fungicide synthesis: "A BANE for MUSHROOMS, LICHEN, and OTHER FUNGI: Prepare your chymic retort with mustard seed and a sample of fungus, in a saline bath. Seal; turn on burner, and heat to a gentle simmer. Invoke the Binding of Antipathy, thus attuning the mustard's toxic qualities to your sample. Decant."
  • Resonant Oculus Creation: "TO CREATE A RESONANT OCULUS (an exceptional tool for observing unseen influences): Prepare an environment with lunar influences. This will require a bound with a gestalt shelf; place any lunar symbol on the shelf, but take care to exclude contaminating aromas. Then place a glass loop within the bound and begin with a simple sealing. Vocalize a resonant tone to tune the loop in the Celtic mode, followed by a syllable of counterbalance to fixate it."
  • Fire-Resistance Synthesis: "A POTION to RESIST ALL INJURY BY HEAT OR FIRE: This compound protects the drinker by balancing heat against cool—these symbolized by opposing aromas. Place a measure of saline into a bound. Employ the simple sealing with no aroma present. Release a fiery aroma; invoke counterbalance; change the atmosphere to chill; invoke an elementary word of binding."
  • Lodestone of Purity Creation: "TO CREATE LAVELLE’S LODESTONE (to locate elementally pure substances): Prepare a lunar environment, but with a contaminating aroma. (This may require additional lunar symbology to outweigh the contamination.) Place a silver thread within the bound, and apply a simple sealing. Speak a word of essential nature; remove the aroma from the atmosphere; invoke a Minor Animus. When held and swung, this invaluable lodestone will direct itself towards a nearby source of pure elemental substance."
  • Aura Imitation Inscription (jade): "RIESENZWEIG'S INSCRIPTION, to MIMIC THE AURA OF ANOTHER: This is Riesenzweig's translation of a Chinese poem (attributed to Yang Wan-Li). The effect is similar to Oehlke's Inscription. Construct a meditative environment based on the Book of Changes. (One should use the central ritual bound of the house, as the symbolism of this tradition always places the five elements in perfect balance.) Place beads of iron and jade within the bound, and speak a simple sealing. Place burning wood upon the gestalt shelf. Invoke the Name of the Tortoise. Discharge elemental air upon the bound. Close with the Chi Binding."
  • Breath-Holding Synthesis: "A POTION to HOLD ONE'S BREATH: By properly balancing the phlogiston of the lungs and blood, one may retain breath for several minutes without discomfort. Prepare an exhilarant environment; aroma is particularly important for this working. One will also need a paten of exhilarant symbolism, prepared on the gestalt shelf. Place a measure of saline into the bound. Begin with the simple sealing, followed by the Anodyne Evocation. Place a bit of elemental wood upon the paten and ignite it. Conclude with an elementary binding."
  • Planetary Lens Creation: "TO CREATE A PLANETARY LENS (which reveals symbolic associations of the celestial sphere): This will require two glass lenses of matching curvature. Prepare an environment with lunar influences, ensuring that the atmosphere is free of aromas. Place one lens within the bound, and invoke a simple sealing, followed by a word of essential nature. Let one drop of Java spirit upon the lens, and place the other lens atop it. The Binding of the Celestial Sphere will fuse the lenses and empower them."
  • Gold Ignition: "IGNITING ELEMENTAL FIRE: Fire is the only pure element (of the European tradition) which cannot be refined from mundane matter. It must be ignited, and only phlogisticated gold can support its combustion. If one has a source of elemental fire, igniting a new wick is simple; but if not, the procedure is arduous. One must place the phlogisticated metal in a vapor crock with a bit of camphrost and burning blackwood—the only flame hot enough to begin the reaction. Seal the crock. Once the camphrost's vapor pressure has built to the flash point, the metal will be ignited."
  • Aura Impermeability Inscription: "BRODZIK'S INSCRIPTION, to RENDER ONE'S AURA IMPERMEABLE TO HARM: Invoke an environment of spiritual peace. Begin with a quartz token in the bound; this represents the ka soul. Invoke the Ka Sealing. Place a bit of orichalcum into the bound, representing the ba soul. Speak a word of anaphylaxis. At this point, but no sooner, add a strengthening element to the atmosphere. Close with the Binding of Antipathy, to repel harmful influences. Touch the token to a subject, and his aura will be nearly invulnerable for a few moments."
  • Electrum Phlogistication: "THE PHLOGISTICATION OF ELECTRUM REGIUM: Phlogisticated gold is well-known, but it is not the only metal which may be alchemically charged. Electrum regium (an alloy of platinum and moon-metal) is by far the easiest; unlike gold, it may be phlogisticated with a simple laboratory procedure. Place a rod of electrum into a catalytic environment, and seal with a simple sealing. Pour yang oil over the metal and invoke an elementary binding."
  • Viridigris Synthesis: "THE SYNTHESIS of VIRIDIGRIS (the lower oxide of orichalcum): This process is quite simple. Place orichalcum and vinegar into a retort; apply the Hermetic sealing. Heat until the vinegar just begins to boil, and then invoke the Phlogistical Catalysis."
  • Sublime Spirit Synthesis: "THE SYNTHESIS of SUBLIME SPIRIT (the eighth distilled essence of mineral oil): Place mineral oil and nickel into a retort. (Thin pieces of nickel are best, as the surface area must be large.) Invoke the sealing, followed by a word of entension (to prevent the oil from igniting). Introduce elemental fire into the retort to begin the distillation. You may then easily extract the desired fractions."
  • Dispersal Brush Creation: "DISPERSAL BRUSH: Conjured alchemical symbols generally fade after use. However, it is sometimes necessary to erase such a symbol directly. Touching the item with a dispersal brush accomplishes this. To create such a tool, place a feather quill within a bound in a neutral environment. Begin with a simple sealing; sprinkle alcohol spirits upon the quill; conclude with a word of culmination."
  • Perfect Mud Synthesis: "THE SYNTHESIS of JACKSON-MUD (a perfect balance of elemental earth and water): Begin with a medium of simple sand, and the Hermetic sealing. Invoke the Crystalline Tempering. Add one of the pure elements to the retort, and speak the word of entension; then add the other, and speak the word of emulgence."
  • Bamuriatic Acid Synthesis: "THE SYNTHESIS of BAMURIATIC ACID: This substance is similar to muriatic acid, but even more corrosive and toxic. Exercise caution! Prepare your retort with the mineral fluorspar in a bath of vitriol. Invoke the sealing; heat until the crystal has entirely dissolved. Discontinue the heat. Add saline solution, but be sure to first use a word of entension (to prevent a premature reaction.) Once combined, a word of culmination will allow the reaction to complete in a controlled manner."
  • Aura Invisibility Inscription: "ROYCE'S INSCRIPTION, to RENDER ONE'S AURA INVISIBLE: Invoke an environment of spiritual peace. Begin with a quartz token in the bound; this represents the ka soul. Invoke the Ka Sealing. Sprinkle copper percalcinate over the token, representing the ba soul. Invoke an idempotent structure. Pour sublime spirit over the token; this represents the evanescence of the soul's name. Close with an elementary word of binding. This inscription will render the subject's aura indetectable to malign forces, though only briefly."
  • Lodestone of Centrality: "TO CREATE MISUBA'S LODESTONE (to locate the center of a labyrinth): Prepare an environment of earthy influences. Place a silk thread within the bound, and a labyrinth symbol upon the gestalt shelf. Begin with the Mithraic Sealing. Pour a sample of viridigris over the silk, and then lay a shard of elemental earth onto it. Strike a chime in the mode of recension. Now lay elemental fire upon the labyrinth symbol (not into the bound!) Finally, the Minor Animus will bind the lodestone to potential motion."
  • Aura Imitation Inscription (quartz): "OEHLKE'S INSCRIPTION, to MIMIC THE AURA OF ANOTHER: Invoke an environment of spiritual peace. Begin with a quartz token in the bound; this represents the ka soul. Invoke the Ka Sealing. Sprinkle copper percalcinate over the token, representing the ba soul. Invoke an isomorphic structure. Pour elemental water over the token; this represents the mutability of the soul's name. Close with an elementary word of binding. Touch the token to the donor, then to the recipient. NOTE: Imitating the aura of a superior officer is malfeasance under Naval law."
  • Prophylactic Scalpel Inscription: "MUSANTE'S INSCRIPTION, or THE PROPHYLACTIC SCALPEL: This token serves to neutralize malevolent auras and other dangerous psychic manifestations. Begin by placing a knife within the arc; the environment should be confused by a strong aroma. Invoke the Ka Sealing. Speak a word of essential nature; remove the contaminating aroma; conclude with the Binding of Antipathy. To use the inscription, wave the blade within a field of cleansing vibration."
  • Lead Weight Increase Inscription: "TROUTMAN'S INSCRIPTION, to INCREASE THE WEIGHT OF LEAD: (This unusual ritual derives from the Subcontinent, but we translate it into European terms.) Create an anchored (Saturnine) environment. Place any common bit of stone into the bound, and invoke a simple sealing. Add a resinous note to the atmosphere; speak a word of essential nature; add a measure of Gaian precipitate. Conclude with the Binding of the Celestial Sphere, to align the alchemical axis (Earth-Saturn, low-high) with the mundane axis of gravitation."
  • Glass Permeability Inscription: "TO RENDER GLASS PERMEABLE TO MATTER: Select a chime in the key of F sharp. Invoke a Helian environment (the aspect of the Sun). Place the chime into the bound; speak a simple sealing. Sprinkle pure sand onto the chime; vocalize a resonant tone; strike the chime, and conclude with a Relative Anima. Once the chime is invested, one need merely strike it again and embed it into a pane of glass. The chime's vibrations will permit it entry, and the entire pane will then be semi-fluid for as long as the chime resonates. But only attempt this with simple, flat sheets of glass—curved glass has irregular vibrational modes, and the tuning will fail."
  • Metal Attractor Transcription: "A TALISMAN TO ATTRACT METALS: A common lodestone will attract iron, but to exert influence on other metals requires alchemical preparation. Begin with a Saturnine environment, and a bound containing a chime tuned to the desired metal. (Metal chimes are preferred, as glass may be insufficient to the strain.) Use a simple sealing. Surround the chime with zafranum, and immediately ignite this. Vocalize a resonant tone to prime the metal, and then strike it (without removing it from the bound!) Use the Mediate Anima to set the vibration. Once the ritual is complete, striking the chime will attract all nearby objects of the given substance."
  • Clock Tincture Synthesis: "WINFIELD'S CLOCK TINCTURE (to repair or realign clockwork): This ritual requires an environment of precision and order. Place a measure of alum into the bound, and perform the Sealing of Shamash. Add perfect mud; speak a syllable of counterbalance; add sublime spirit, then a token of brass. Conclude with the Major Animus. The resulting potion embodies perfection in brass, and will induce perfection in any brass mechanism it touches."
  • Copper Percalcinate Synthesis: Perform the steps in "Copper Calcination Demonstration" followed by the steps in "Percalcination Procedure", both listed in the "Facts" section.
  • The Great Marriage: "THE GREAT MARRIAGE must be performed at the Heart of the House, in an Orderly Environment." (...scribbled with an arrow: "?NAVE!") "...Employ the Marcher's Invocation to seal an empty Bound. Add a Signifier of the Marcher's Location to the Gestalt; waft a Resinous Note. Now add the Four Elements to the Bound, and invoke the Dragon."
  • Coralicide Synthesis: As per the fungicide synthesis, but swap coral for the mushroom.
  • Gaian Precipitate Synthesis: "THE SYNTHESIS of GAIAN PRECIPITATE: This reagent is of great value in rituals pertaining to the Earth. Prepare your retort with a measure of vitriolic acid; place orichalcum therein. Invoke the sealing and raise the heat. When the metal dissolves, recite a symmetric sequence (the symmetry induces a positive connection to the Earth). Measure in alum until the solution turns violet; then add pure elemental earth and reduce to a powder."
  • Vacuum-Protection Synthesis: "MULDOON'S POTION, for SURVIVAL in VACUUM: This potion is a staple of marcher work, for it permits one to walk freely in Hadean lands for up to six hours. Fortunately the procedure is simple. Prepare an exhilarant environment and a measure of saline. Begin with a sealing word of passivity. Add highlime to the beaker; follow with the Anodyne Evocation and the Greater Phlogistical Saturation."
  • Counter-Gaian Precipitate Synthesis: Like ordinary Gaian Precipitate, but use an antisymmetric sequence.
  • Lead Weight Decrease Inscription: Use Counter-Gaian Precipitate or Anti-Tellurian Distillate instead of Gaian Precipitate.
  • Granite Solvent Synthesis: "TUCKER'S SOLVENT, which will DISSOLVE ONLY GRANITE: Begin with the Hermetic sealing, and a mixture of muriatic and bamuriatic acids. Add some elemental earth; use a word of anaphylaxis. Add a bit of slate—this being the symbolic opposite of granite—and conclude with the Binding of Antipathy."
  • Fire-Devourer Synthesis: "THE FIRE-DEVOURER (a potion to extinguish even the greatest conflagration): Prepare a strong fiery environment—several influences should be combined for this ritual. Place a measure of alcohol into the bound. Begin with a sealing word of passivity to oppose the alcohol's fiery nature. Ignite the beaker with elemental fire; this will provoke combustion despite the passivation. Conclude with the Greater Phlogistical Saturation. The resulting potion is of great strength; one vial, flung into a burning building, often suffices to end the danger."
  • Perfect Diamond Creation: "A DIAMOND PURGED of EVERY FLAW: This ritual requires an environment influenced only by living stone; the deeper and purer, the better. Place a diamond within the bound and employ a phlegmatic (passive) sealing word. Sound a note in the mode of ostension. Place elemental earth upon the gestalt shelf, to serve as a template. Speak the Crystalline Tempering. This will bring the structure of the diamond as close to perfection as mortal substance can sustain."
  • Marble Solvent Synthesis: Use an obsidian chip in the granite solvent instead.
  • Obsidian Solvent Synthesis: Use a marble chip in the granite solvent instead.
  • Yang Oil Synthesis: "THE SYNTHESIS of SCHEPLER'S OIL, or YANG OIL: Place a measure of mineral oil into a catalytic environment. Seal with a passive (phlegmatic) sealing. Compound the atmosphere with a sweet floral element; speak a word of essential nature. Then add a bit of reed pith to the bound, and ignite it. While it yet burns, recite the Phlogistical Catalysis. The resulting oil will ease the flow of phlogiston through certain metals."
  • Dragon Fulcrum Inscription: "THE DRAGON FULCRUM: This ritual requires a bound of metallic quicksilver, or a quicksilver amalgam. Place a stone token within, and speak Grendel's Sealing. Pour vitriol onto the stone (for sulphur and quicksilver are the polar principles of alchemy). Invoke the dragon's name, and conclude with the Relative Anima." But the words "dragon's name" have been scratched out. Below them is a smudged knot or tangle of lines—as if someone had tried to copy a multidimensional structure onto the paper, without much success.
  • Aither-Resistance Synthesis: "A POTION to RESIST FOREIGN AITHER: The most hostile lands are those where the very processes of life alter. This potion allows your body to adapt to these conditions -- for a time. Like many life-sustaining concoctions, this begins with an exhilarant environment and a beaker of saline. Use the Hermetic sealing. Add a measure of zafranum to the arc. Ensure that the atmosphere is filled with an exhilarant aroma; tinct it by igniting the zafranum. Speak the Anodyne Evocation; place a sample of salt on the gestalt shelf; close with the Chi Binding."
  • Intensional Ballast Inscription: "An intensional ballast may serve to support a failing alchemical construct, though only in the direst emergency, for the results are uncertain and of limited duration. The ritual is simply a refinement of the universal tarnish cleansing. Add zafranum after the lubanja spirit, and conclude with the Greater Phlogistical Saturation instead of the Lesser. The brass token will then be able to infuse phlogiston, at need, directly into the nearest construct."

FORMULAE
  • The unsealing mantra isn't an alchemical formula. It's just a way to divert your mind from a ritual in progress, breaking open the bound and dissipating any energies.
  • The simple sealing word creates a boundary circle around a ritual space. Most alchemical procedures begin with a sealing word.
  • The word of essential nature is used in rituals to invoke the principle of sympathy.
  • The elementary word of binding is frequently used to make simple chymical compounds.
  • The Lesser Phlogistical Saturation is a knot of breathy syllables. It has to do with reversing processes of tarnish and rust.
  • The categorical imperative is a phonological argument for generalizing a transformation.
  • The Binding of Antipathy can hold contradictory elements in accord, or amplify an element's opposition to external influences.
  • The Hermetic Sealing word creates a boundary circle. It is always used for chymical transformations in the retort, although it has other uses as well.
  • The word of entension delays a reaction, which can later be resolved by a word of culmination.
  • The word of culmination resolves a reaction which has been delayed by a word of entension.
  • The Anodyne Evocation aids the health and growth of the body.
  • The Resonant Tone is a particular pitch that resonates with the structure of matter. It allows substances to be tuned for various vibrational effects.
  • The Syllable of Counterbalance is a precise phoneme cluster which permits opposing forces to be brought into stasis.
  • The Minor Animus is a rhythmic glottal intonation. It can impart small changes in kinetic energy, slightly altering the movement of an object.
  • The Chi Binding is an elemental binding used in certain Chinese ritual traditions, particularly the syntheses of the Song Dynasty.
  • The word of anaphylaxis inflames the sensitivity of contrary elements.
  • The idempotent group is a mathematical structure which maps many things to one thing.
  • The isomorphic group is a mathematical structure which maps things to equivalent things.
  • The Binding of the Celestial Sphere is appropriate for astrological constructs and compounds of aither.
  • The Phlogistical Catalysis is a tedious sequence of murmuring. It’s used to stabilize some of the more complex chymical reagents.
  • The Word of Emulgence allows immiscible elements to blend into a homogenous composition.
  • The Crystalline Tempering is a rhythmic chain of sounds, which tends to pull mineral substances into more regular order.
  • The phlegmatic sealing word creates a boundary circle. It has a stable, passive pattern—Yin in the Oriental traditions, cool and moist in the Greek.
  • The symmetric sequence is a mathematical structure which is the same back-to-front.
  • The antisymmetric sequence is a mathematical structure which is upside-down back-to-front.
  • The Ka Sealing word creates a boundary circle. It is derived from the Classical Egyptian analytical model of the human mind, or spirit.
  • The Mithraic Sealing word creates a boundary circle. The Mithraic tradition is a mystery cult, associated with labyrinths and secrets.
  • The Major Animus is a complex, polyrhythmic glottal intonation. It can impart significant changes in kinetic energy, under controlled circumstances.
  • The Mediate Anima is a complex ululation of vowels. It can modulate the forces between moving objects.
  • The Relative Anima is a complex ululation of vowels. It can serve as an eye of stability among moving objects.
  • The Sealing of Shamash creates a boundary circle. It comes from a Babylonian ritual tradition, where it is associated with order, the calendar, and clockwork. You didn't know the Babylonians had clockwork, but that's what the textbook said.
  • The Marcher's Sealing creates a boundary circle. You recall it from the great rituals that launch the Retort and bring it home.
  • The Greater Phlogistical Saturation is a tonal chain of bitten-off sounds and exhalations. It has to do with reversing processes of tarnish and rust.
  • The Name of the Tortoise is an elemental invocation of water, in the fivefold Oriental symbology.
  • The Dracon Invocation has something to do with dragons, clearly.
  • Grendel's Sealing creates a boundary circle. It is used in dragon-ordering rituals. (The marcher-construct sort of dragon, that is.) It derives from an Old English narrative tradition of dragon-hunting. (The scaly mythical sort.)
  • The first alien glyph is a multidimensional structure—a surface which is curved back on itself, but with no edges.
  • The second alien glyph is a multidimensional knot of curves and gaps.
  • The third alien glyph is a multidimensional helix which bends back on itself without end.
  • The fourth alien glyph is a multidimensional flower of petals which curve into each other, surrounding an edgeless space.
  • The radix access pattern (the passage of the root) is a sequence of outward geometric relations, forming a pattern which you can barely hold in your mind's eye.
  • The caudex access pattern (the passage of the spine) is a sequence of inward geometric relations, forming a pattern which you can barely hold in your mind's eye.
  • The calyx access pattern (the flowering of knowledge) is a sequence of semantic relations, forming a pattern which you can barely hold in your mind's eye. The pattern has the scent of dragon about it.

FACTS
  • The work assignment: "Ensign Forsyth: When you're finished scrubbing, get these calipers freshened up. You should be able to handle the ritual. See me afterwards."
  • The resinous note: The Sergeant left you a scrawled note along with the tarnish recipe: "Resinous note—wave the rosemary, swabbie."
  • A lecture on aromas: You dimly recall taking notes on the uses of aroma in alchemy. Perfumes influence a ritual by adding elemental principles of the atmosphere. You might open an impet of ginger essence for a fiery ritual, or mint essence for a cooling effect. Citronelle is strengthening, seaweed has... something to do with breath... it was a tedious lecture.
  • The catalytic environment: The adjustable bound is by the Mechanica Lab. "Platinum wire will create a catalytic environment—if other elements (aromas) do not contaminate the area!"
  • The crawlway access combination: "I've sealed off the chymic lab access so that nobody stumbles into anything. If you need in: Mars, Luna, Jupiter. --JA".
  • The calcination demonstration: "Lab demonstration #5: Calcinate of copper. Place muriatic acid and quickcopper (orichalcum) in the retort. Heat to dissolve, and continue heating until the green salt crystallizes. Note: product is unstable! Flush retort directly after demonstration; do not extract calcinate."
  • A Lecture on Gestalt Shelves: Aromas are one way to set the environmental influences for a ritual. For more precise control, you can use a gestalt shelf—if the ritual bound has one. (Not all do.) By placing specific items on the shelf before the ritual begins, you can apply precise symbolic markers to the environment.
  • Elemental Earth Loan: "Permission granted to use elemental earth for optickal mirror calibration—one day only. If you damage or lose the earth-shard, you will be on report until the Sun turns green. The Retort only has the one in stock!"
  • Percalcination Procedure: "Percalcination: to repeat the calcination procedure. (Typically produces a more stable and potent reagent.) First, calcine a metal. Then seal the retort (Hermetic) and invoke the Crystalline Tempering to clarify the salt’s structure. Add more acid to redissolve, and continue heating until a second crystallization occurs."
  • A Lecture on Potions: You have never practiced potion synthesis yourself. (They don’t let you poison people without a little more experience.) But you remember a lecturer mentioning that potions intended for human consumption are never made in the chymic retort; they’re not compatible with the Hermetic Sealing. Instead, you typically start by placing saline solution into a ritual bound, in any sort of container.
  • Nature of Aura Clouds: An aura cloud is an uncontained psychic outbreak, a sucking vortex of vital energies. It’s not a ghost, or a demon, but a less scientific age would certainly have viewed it as such. Any living aura that falls into resonance with the cloud will be drained black in moments. You’ll have to protect or disguise your psychic signature, somehow, to pass the medical wing door.
  • Birdhouse Defensive Stricture: The Birdhouse, like a few other high-security areas of the marcher, is protected by a defensive stricture. The door reacts to your psychic signature—an ensign can't just walk in, so when you approach, the door gets defensive.
  • Blinovna Limitation Effect: You distinctly recall a voice: "No alchemical synthesis can create two of the same product on the same marcher at the same time." That's nonsense, of course. You've spent hours in the lab, working with the other apprentices, producing vial after vial of some tedious reagent. There's no such rule. But now you remember it.
  • Periodic Table of Stone: "We are familiar with earth as a pure element in the Greek system. However, minerals need not be considered as imperfect approximations of a Platonic ideal; each has an alchemical structure, and we may discern relations between them. Thus, marble and obsidian are opposites—white versus black, crystalline versus glassy, pelagic versus volcanic. Soapstone and basalt are another light-dark pair. Other opposing pairs rely on different relations. Chalk and flint are found together, but with different qualities. Granite and slate are formed by opposing geologic processes; so too sandstone and malachite. Porphyry and quartz are an interesting case..."
  • Recursive Metaphor Technique: "...that the form or structure of a thing may be joined to the spirit or essence, thus replicating the thing itself, is the foundation of modern practice. Indeed, historians argue that the 'marriage' metaphor of ancient alchemy prefigures this principle. But to apply it recursively, parsing the structure and spirit of the spirit itself, requires the utmost care..."
  • Exhilarant Environment: Exhilarant symbolism has to do with wind, air, and breath. Also, for some reason, seaweed.
  • White-Fuse Challenge: "Today's friendly challenge for the juniors: open your locker! The cord is white-fuse, a material which burns quickly and cleanly—but only when ignited with elemental fire. I've left tomorrow's assignment in the locker, so don't dawdle."
  • Spiritual Environment: "Spiritual environment: meditative symbols on shelf. (Rainbow!)"
  • Electrum Substitution: "While phlogisticated gold is commonly used to support elemental fire, recent research indicates possible substitutes. Electrum regium is the most promising. While it does not survive the usual camphrost procedure, phlogisticated electrum regium can be ignited directly from an existing source of elemental fire."
  • Store Safe Combination: The combination to the Main Store safe is Libra, Ophiuchus, Taurus, Scorpio.
  • Musical Theory: "Music is the most complex of ritual elements; one might well call it 'obfuscated.' We begin with the nursery-school lessons: the pitch A is associated with iron, the color red, the liver; B with bronze, orange, the stomach; C with brass... yes, you can all chant along. But this is simplified to uselessness. What of non-classical metals? We now associate C-sharp with rutilum, F-sharp with aluminum, G-sharp with nickel. Researchers have invented entirely new scales to deal with the spectrum of aither-metals. Then the Eastern Empire uses the well-tempered scale; thus while F-sharp is the mode of extension, G-flat is the mode of ostension, G-natural is intension, G-sharp is paratension, and H—yes, there's an H—is the mode of recension..."
  • Cold Crucible Gossip: "Well, you hear stories, right? Things folk see at the moment we rig out. Flashes, no more. The ghost of the Cold Crucible, lost and drowned in a Thalassan sea... Well, aye, I know the Crucible arrived safe home, and never reported any trouble on Titan. Mayhap the ghost is what didn't happen. Or what will... Still want to gripe you were posted here 'stead of to the Crucy?"
  • Ephemeris Billet Combination: If the clock tincture is to be trusted, the combination to create the ephemeris billet is zeta, rho, pi, omicron, iota, pi, beta, mu.
  • A Lecture on the Theory of Dragons: A marcher is built around four incredibly complex alchemical constructs, called dragons. ("Because they'll bite you on the arse if you're careless," runs the joke, but in fact nobody knows the origin of the name.) Pneuma regulates light and air; Baros regulates stability and gravity; Aistheta manages navigation; Syndesis binds the rooms of the marcher together and to its destinations. The dragons are the Retort's vital organs. Constructing each one took months of work by a crew of trained rectors. The idea that they've gone wrong is deeply disturbing.
  • Vibration Technique Fragment: "...to combine an aitheric vibration—the transitory structure—with a spark of animation. This is a well-understood technique to create a self-sustaining aitheric form, e.g. memory daimons. But if the supra-aither or soul-aither exists, suggests Gopinathan, then the same technique may be applied..."
  • Echo Vibration Fragment: "...Chuang argues that the soul exists in an as-yet-undetected medium, a soul-aither as it might be. The echo is then a transitory vibration of this substance. Lacking volition or identity, the vibration is not self-sustaining. Chuang's computation of the characteristic decay time accords with observation..."
  • Soul Mirroring Fragment: "...as alchemy's domain now encompasses the human body, the aura, and even the mind, we are left with the question of the soul. Could the human soul be can be created, destroyed, or duplicated by alchemical means? The religious answer is of course an adamant negative. Nonetheless, Nassib's investigation of the echo phenomenon is provocative, if not yet conclusive evidence of soul mirroring..."
  • Transition Echo Fragment: "...in the three centuries since Newton and Malamed's first march, the experience of spheric transition has become commonplace. But our theory of the phenomenon remains maddeningly incomplete. The 'echo' is the most familiar mystery: the traces left behind, howsoever briefly, when any entity enters the Higher Spheres..."
  • Homunculus Definition: "A homunculus is not a daimon or a servant. It is a seed of animation without volition, a quickening spark. It cannot act or move on its own; but in combination with other works, it may become something greater."
  • Perfect Diamond Substitution: A perfectly flawless diamond may sometimes substitute for elemental earth, particularly when synthesizing caustic reagents.
  • Dragon Reanimation Attempt: "It is now clear that the ritual must be performed in the Chancel. I had hoped—foolishly—that the Nave bound was sufficient; but my attempts there have provoked no reaction from the Retort at all. I suppose that, in attempting to reanimate the dragons, I am in a sense re-enacting the marcher's original investment. I must therefore maximize the sympathy with the Chancel rituals. I am not sure whether I can break through the security strictures, but I will have to try. If I fail, then—whoever finds this—you will have to try harder..."
  • Emergency Dragon Subsumption: "If one of a marcher's dragons becomes disorganized, the vessel is in serious danger. As an emergency measure, the faulty dragon may be subsumed into an active one, transferring its functions. The composite will be unstable, but may suffice to rig the marcher to a safe berth. Place a fulcrum in the active dragon's lair." (A footnote here: "Any lair will suffice, in fact; the fulcrum merely provides leverage.") "Prepare an orderly environment and use the Marcher's Invocation. Follow with a symmetric sequence to indicate a forward transition (active dragon consuming damaged one). Conclude with the Dracon Invocation. This will summon the active dragon; one can then translate it to the presence of the other. Warning: do not allow the dragon's presence to cross the fulcrum node!"
  • Chancel Defensive Stricture: The Chancel is protected by a defensive stricture. The gate can only be opened by someone with a recognized psychic signature.
  • A Lecture on Aither Poisoning: "Newton presumed that the aither, as a medium, must be everywhere uniform, because physical and alchemical processes were everywhere the same. We now know the contrary: the 'laws' of natural science are properties of the aither, and currents of alien aither flow between certain stars. Marchers rarely venture through these foreign belts, for the slightest shift of chymic law poisons human life..."
  • Alien Fluid Resonator Switch: The alien technology is controlled by liquid metal contained within a circular arc, activated by invoking or visualizing the appropriate geometric sequence.
  • Maze Column Indicator: The polar oil will react if poured over an indigo stone column—the column in the maze of cracks.
  • Crawlway Debris Item: Something is buried in the debris in the crawlway under the Nave. You're pretty sure you know where to search.
  • Shadow Comment: "...and when she looked into their shadows..." That's all you overheard.
  • Wreck Debris Indicator: The polar oil will react if poured over the ceramic debris outside the wreck.
  • Extended Status Report: "The pylons in the Birdhouse exhibit traces of oxidation. Marcher transit in this state is risky. Recommendation: inscribe an intensional ballast and place it below the Birdhouse."

ManxomeBromide fucked around with this message at 04:10 on Jul 17, 2018

ManxomeBromide
Jan 29, 2009

old school
Part 1: Ensign Forsyth



We sure have.

quote:

>>YES
[Great! If you need a refresher, select the "IF Reference Card" menu option. On with the show.]

That option just provides a new window with an image of a basic primer on how parser games work, not specific to Hadean Lands. This isn't our first rodeo. We'll be fine. Presumably. The game then opens properly:

quote:

You smell copal incense, machine oil, rosemary, alcohol, and blood. Creaking, bending steel beams... no, that's not an odor. Why did you think the bulkheads were crumpling in on you? What would that even smell like?

You're pretty sure it's not your own blood, anyway.

The secondary alchemy lab is your duty station this shift; where you were, before—before now. Before you woke up on the floor. Smelling copal, oil, rosemary, and—well, alcohol is right. You were scrubbing the workbench. Enjoying your shift, swabbie?

Not any more, Sarge.


The lamps shouldn't be flickering like that. And His Majesty's Marcher The Unanswerable Retort really, really shouldn't be this quiet.

Hadean Lands
Overdue Interactive Fiction by Andrew Plotkin
Copyright (c) 2014-6 by Andrew Plotkin
Release 5 / Serial number 160522 / Inform 7 build 6G60 (I6/v6.33)

Secondary Alchemy Lab
The lab is unsettlingly dim, but familiar enough: rough wooden walls, the broad stone surface of the workbench. The lab door is to the north; it's closed.

To the east is the lab's supply closet. Except... the entire east side of the room is filled with clear crystal. That's not so familiar. That's downright strange.

You notice a heap of alchemical supplies piled on a table. Next to the table, an iron panel is set in the floor.

>

Plotkin identifies it as "Overdue Interactive Fiction" because of how long it took to release this after its Kickstarter completed. He didn't technically promise a release date, though, so who's to tell for sure? :iiam:

But this does not concern young Ensign Forsyth. Let's get a handle on our surroundings.

quote:

>X CRYSTAL
It's not crystal. It's more as if the air has cracked, right across the room, leaving a plane of cleavage which is visible only in refraction.

>OPEN LAB DOOR
You pull the door open. Then you nearly fall down, so sharp is your disorientation. Only your grip on the door convinces you that you are still standing upright.

A Hadean land lies outside the lab door.

I'm sure this wasn't in the regs. The east-side corridor is missing. Or most of it is missing. A foot or so of ordinary tile floor is at your feet; but beyond that, the corridor is cut away as if by a knife. Beyond is a barren grey wasteland—a Hadean land, deadly to any breathing life. Unweathered grey rocks and dead dust rest under bright, unwinking stars.

>X HADEAN LAND
Most Hadean lands look alike—dead rocks, night sky—and you can tell nothing about this one, except that it very definitely shouldn't be where the Retort's east-side corridor usually is.

>N
You might be sucked through the door into vacuum. But wouldn't the lab's atmosphere be sucked out anyway...?

You could ponder that for hours, but your hand has more curiosity or less sense than your head. You reach out—and your fingers brush another crystal-hard, slick surface. The Hadean land is blocked by a fracture, just like the supply closet.

>CLOSE DOOR
You shut the door, and resist the temptation to lean against it in relief.

This hasn't been covered by our basic alchemical training, I don't think. Let's see what we have to hand.

quote:

>X HEAP
Lying on the flimsy table are a sheet of instructions, a sprig of rosemary, two impets of essential oil (peppermint and ginger), a pair of tarnished calipers, and a brass pin.

>X INSTRUCTIONS
You pick up the sheet, and find Sergeant Brooks' familiar scrawl. "Ensign Forsyth: When you're finished scrubbing, get these calipers freshened up. You should be able to handle the ritual. See me afterwards."

The other side is printed in the familiar smudgy blackletter of Navy receipts. "FOR THE CLEANSING OF BRASS TARNISH: Prepare an atmosphere of fiery principles. Place a brass token within the bound, and seal it. Speak a word of essential nature, so that the properties of brass may be evoked. Compound the atmosphere with a resinous note. Then intone the Lesser Phlogistical Saturation to complete the token's investment. Place token directly on tarnished item."

The syllables of the Saturation formula are spelled out below. And scrawled beneath that: "Resinous note—wave the rosemary, swabbie."

You memorize the instructions, including the Lesser Phlogistical Saturation. You also pick up the sheet. Just in case.

[To list what you've memorized, type "RECALL" or "REMEMBER".]

We've just learned an alchemical ritual, and been given a thing to practice it on. Well, we're locked in this room by a shattering of reality itself. We might as well polish the instruments. This isn't a game with XP, really, but at least we'll learn something. The rest of the objects seem pretty self-explanatory, but what's with the oils?

quote:

>X PEPPERMINT
It's a standard Navy alchemical aromatic impet, designed to fill a lab with odor without spilling essential oils all over the place. The peppermint impet is closed.

>X GINGER
It's a standard Navy alchemical aromatic impet, designed to fill a lab with odor without spilling essential oils all over the place. The ginger impet is closed.

That's probably what it means about "prepare an atmosphere of fiery principles." I have no idea which of these does that, though. Let's start with the peppermint, since it was listed first.

quote:

>PUT BRASS PIN IN BOUND
(first taking the brass pin)

You put the brass pin into the workbench bound.

>OPEN PEPPERMINT
You pop open the impet, and the peppermint aroma rolls out, making your nose ache.

>SPEAK WORD OF ESSENTIAL NATURE
You say the word of essential nature, but nothing results.

Oh, do we have to seal it directly?

quote:

>SEAL BOUND
To begin the ritual, invoke the simple sealing word.

>INVOKE SIMPLE SEALING WORD
You take a breath, trace the bound in your mind, and intone the simple sealing word.

The arc begins to glow blue-white around the brass pin.

>SPEAK WORD OF ESSENTIAL NATURE
You intone the word of essential nature. The metallic nature of the brass pin rises to the surface, though with an indistinct shimmer.

>WAVE ROSEMARY
(first taking the sprig of rosemary)

You wave the sprig, and inhale its distinct resinous aroma. The icy smell of peppermint seems to gain a more complex herbal note.

Wait, peppermint is icy? Abort! Abort!

quote:

>CANCEL RITUAL
[That's not an action I understand.]

I've been hiding one of our resources here. Available from the Game Menu is an "Alchemy Journal", and it records basically everything we learn in exhaustive detail. We in fact, being an journeyman alchemist already, already know some facts as it is. Here's the one we actually need right now:



So let's speak the unsealing mantra and do the ritual right this time, which presumably means ginger instead of peppermint.

quote:

>SPEAK UNSEALING MANTRA
You let the unsealing mantra run through your mind, clearing away the ritual energy. The bound goes dark.

>CLOSE PEPPERMINT
You snap the peppermint impet closed. Its aroma fades.

>OPEN GINGER
You pop open the impet, and the ginger aroma rolls out, stinging your nose.

>INVOKE SIMPLE SEALING WORD
You take a breath, trace the bound in your mind, and intone the simple sealing word.

The arc begins to glow orange around the brass pin.

>SPEAK WORD OF ESSENTIAL NATURE
You intone the word of essential nature. The metallic nature of the brass pin rises to the surface.

>WAVE ROSEMARY
You wave the sprig, and inhale its fresh, resinous aroma. The fiery reek of ginger seems to shift to a cleaner, more gentle scent.

>INTONE THE LESSER PHLOGISTICAL SATURATION
You begin the Lesser Phlogistical Saturation. The sounds try to bend and smear on your lips, but you are on your guard, and you hold clearly to the formula.

The energy slowly converges. The orange light flares, drawing together the blended aromas and the words that you speak.

When the light fades, a symbol shines on the surface of the brass pin.

Success! :science: We might as well now actually use it for what Sarge asked us to use it for.

quote:

>X SYMBOL
The brass pin is charged with the alchemical sign for basic phlogistical saturation. When you touch it to something, the symbol will discharge.

>GET PIN
You pick up the brass pin, careful of its inscribed basic saturation symbol.

>GET CALIPERS
Taken.

>TOUCH PIN TO CALIPERS
You carefully lay the basic saturation symbol against the calipers. With a loud crackle, the symbol discharges. Sparks dance over the calipers; the tarnished brass flakes and vibrates. Within moments, the calipers are gleaming brightly. The alchemical energies fade, leaving a perfectly polished instrument.

Take that, Sarge, you think, with some smugness.

Gained: :smuggo:

Not gained: Any way of dealing with the fact that our lab door appears to lead to the Moon.

Next: We prove this isn't in fact a one-room game.

To Do And Notice: Compare our attempt to execute the ritual in an incorrect environment with our successful ritual. What was different in the environment? In our mental state?

ManxomeBromide fucked around with this message at 04:21 on Jul 16, 2018

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
Well this should be interesting. Plotkin has a fairly dry, terse writing style that, perhaps unsurprisingly, lends itself well to IF.

malkav11
Aug 7, 2009
It's one of the most brilliant IF games ever, IMO. Really satisfying magic system and puzzles, cool if sparse worldbuilding, and holy hell, the automation tech is amazing (and super needed for the way the game plays).

StrixNebulosa
Feb 14, 2012

You cheated not only the game, but yourself.
But most of all, you cheated BABA

Oh man, a knowledgeable LP of this game! Score! I've been going back and forth on purchasing this game for years, as I like IF and weird sci-fi, but I'm also bad at the kind of puzzles this game wants you to solve. I think I always knew in the back of my mind that when I bought it I'd play through the first room and go "too complicated" and never pick it up again, so!

Looking forward to more of this!

ToxicFrog
Apr 26, 2008


Meanwhile, I'm probably going to get Hadean Lands next time I'm at a loss for a game to play on my laptop, so I will probably bow out of this after the second update or so. But I'm glad you're running it!

ManxomeBromide
Jan 29, 2009

old school
Part 2: There and Back Again

Welcome back! Last time we cleaned some brass calipers despite being trapped in some kind of horrific reality fracture. Today we will actually escape the lab.

But first, a confession. You don't actually have to use trial and error to work out which impet of essential oil to open for the tarnish cleansing ritual. The Alchemy Journal doesn't start empty, and it can also be interrogated with commands. Remember how when we found the instructions we were invited to >RECALL various facts?

quote:

>RECALL
You have learned one ritual:
basic tarnish cleansing inscription

After months of diligent practice, you have memorized several common alchemical formulae:
the Lesser Phlogistical Saturation
an elementary word of binding
a word of essential nature
a simple sealing word
an unsealing mantra

You have picked up assorted facts:
the work assignment
the resinous note
a lecture on aromas

>RECALL BASIC TARNISH CLEANSING INSCRIPTION
"FOR THE CLEANSING OF BRASS TARNISH: Prepare an atmosphere of fiery principles. Place a brass token within the bound, and seal it. Speak a word of essential nature, so that the properties of brass may be evoked. Compound the atmosphere with a resinous note. Then intone the Lesser Phlogistical Saturation to complete the token's investment. Place token directly on tarnished item."

>RECALL THE LESSER PHLOGISTICAL SATURATION
The Lesser Phlogistical Saturation is a knot of breathy syllables. It has to do with reversing processes of tarnish and rust.

>RECALL AN ELEMENTARY WORD OF BINDING
The elementary word of binding is frequently used to make simple chymical compounds.

>RECALL A WORD OF ESSENTIAL NATURE
The word of essential nature is used in rituals to invoke the principle of sympathy.

>RECALL A SIMPLE SEALING WORD
The simple sealing word creates a boundary circle around a ritual space. Most alchemical procedures begin with a sealing word.

>RECALL AN UNSEALING MANTRA
The unsealing mantra isn't an alchemical formula. It's just a way to divert your mind from a ritual in progress, breaking open the bound and dissipating any energies.

>RECALL THE WORK ASSIGNMENT
"Ensign Forsyth: When you're finished scrubbing, get these calipers freshened up. You should be able to handle the ritual. See me afterwards."

>RECALL THE RESINOUS NOTE
The Sergeant left you a scrawled note along with the tarnish recipe: "Resinous note—wave the rosemary, swabbie."

This is all either useless fluff or things we've seen before. This, on the other hand, is very much not:

quote:

>RECALL A LECTURE ON AROMAS
You dimly recall taking notes on the uses of aroma in alchemy. Perfumes influence a ritual by adding elemental principles of the atmosphere. You might open an impet of ginger essence for a fiery ritual, or mint essence for a cooling effect. Citronelle is strengthening, seaweed has... something to do with breath... it was a tedious lecture.

Okay. That dealt with, let's actually try to get ourselves out of here. Let's poke around the lab more carefully.

quote:

>LOOK
Secondary Alchemy Lab
The lab is unsettlingly dim, but familiar enough: rough wooden walls, the broad stone surface of the workbench. The lab door is to the north; it's closed.

Some kind of fracture blocks the east side of the room from you.

On a side table, you see two impets of essential oil (peppermint and ginger (open)). Next to the table, an iron panel is set in the floor.

>X PANEL
You've seen the iron panel before, of course. It's some kind of service hatch. But it's apparently been shut since forever and a quarter. It's faintly rusty around all its edges, and the steel bolts that hold it down are worse.

>OPEN HATCH
You twist at the steel bolts, but they're rusty and they probably haven't turned since the Retort was built. The panel isn't moving anywhere.

>X WORKBENCH
The workbench is a broad slab of bluestone, chipped and scarred. A bound is incised in its surface—the circular arc that contains and constrains works of alchemy.

The workbench bound is empty.

You notice a worn steel bolt lying under the workbench.

>GET BOLT
You reach down and pluck the bolt from the floor.

Hmmm. If a brass pin will clean brass calipers, will a steel bolt...?

quote:

>PUT BOLT IN BOUND
You put the steel bolt into the workbench bound.

>SPEAK SIMPLE SEALING WORD
You take a breath, trace the bound in your mind, and intone the simple sealing word.

The arc begins to glow orange around the steel bolt.

>SPEAK WORD OF ESSENTIAL NATURE
You intone the word of essential nature. The metallic nature of the steel bolt rises to the surface.

>WAVE ROSEMARY
You wave the sprig, and inhale its fresh, resinous aroma. The fiery reek of ginger seems to shift to a cleaner, more gentle scent.

>INTONE THE LESSER PHLOGISTICAL SATURATION
You begin the Lesser Phlogistical Saturation. The sounds try to bend and smear on your lips, but you are on your guard, and you hold clearly to the formula.

The energy slowly converges. The orange light flares, drawing together the blended aromas and the words that you speak.

When the light fades, a symbol shines on the surface of the steel bolt.

>GET BOLT
You pick up the steel bolt, careful of its inscribed basic saturation symbol.

>TOUCH BOLT TO PANEL
You carefully lay the basic saturation symbol against the steel bolts. The symbol discharges with a loud, crackling buzz. Sparks fly across the surface of the iron panel, and the bolt-heads rattle as their rust sublimes away.

The display of alchemical energies slowly dies away, leaving the hatch and its bolts bright and clean.

>OPEN PANEL
You twist at the first of the steel bolts. It's still tight, but it reluctantly begins to turn.

After several minutes of scraped and reddening hands, you've loosened all of the bolts. You lift the hatch open, and peer down into a dim crawlspace.
... it will. :science: Not only that, if we check our Alchemy Journal...

quote:

>RECALL RITUALS
You have learned two rituals:
basic rust cleansing inscription (with the steel bolt)
basic tarnish cleansing inscription (with the brass pin)
... we've got a new ritual. Excellent. Time to go.

quote:

>DOWN
You drop through the hatch into the crawlspace below.

Secondary Lab Crawlspace
You are in a low, dimly lit corridor that runs from east to west. A hatch by your (ducked) head opens to the laboratory above.

To the east, the crawlspace is interrupted by another fracture—or perhaps the same one you saw in the lab. But this is different: you can see a figure caught behind the fracture. You peer closer in the gloom...

That's Lieutenant Anderes, apparently frozen mid-step. What's she doing down here? And why is she carrying an alchemical reagent jar?

A chymic flask rests nearby; it reeks of rubbing alcohol.

>X FIGURE
Jana Anderes is a pinch-faced lieutenant in the Lumber Department—or, as it's officially named, Stores and Supply. You've occasionally dealt with her when you're sent to fetch this or that from the marcher's storerooms.

Now she's sneaking around in the crawlways... or she would be, if she weren't frozen in a fracture. Escaping, like you, from the Retort's catastrophe? But her attitude is somehow furtive, rather than uncertain.

Anderes is carrying a reagent jar. You can't make out its label, however.
That's a start. And there's another reagent jar we can see.

quote:

>X FLASK
You are tediously familiar with this alcohol solution; you've scrubbed enough things with it.

Poor students. Just treated like glorified janitorial staff. Still, it might come in handy.

quote:

>GET IT
Taken.

>W

Mech Lab Crawlspace
The crawlspace runs west and east from here. There's another closed hatch above you. It's even rustier than the last one.

To the south, a few steps lead down to a dark doorway.

Hm. Well, let's see where we can go before bashing our heads against new barriers, even if we've got a pretty good idea of what to do about it. Let's go through that doorway. Unfortunately for us, that's not a dark doorway because the lights aren't on, but because it leads into an abyss of utter nonexistence:

quote:

>S
You step through the doorway, feeling blindly downward with your foot for the invisible floor...

Void
Something is wrong. Something is missing.

You are adrift, without referents. You never found the floor. You can't remember where it was supposed to be.

Something is drawing you in.


*** You awaken again ***


Secondary Alchemy Lab
The lab is unsettlingly dim, but familiar—in fact, exactly as it was before: rough wooden walls, the broad stone surface of the workbench. The lab door is to the north; it's closed.

Some kind of fracture still blocks the east side of the room from you.

On a side table, you see a sheet of instructions, a sprig of rosemary, two impets of essential oil (peppermint and ginger), a pair of tarnished calipers, and a brass pin. Next to the table, an iron panel is set in the floor.

A worn steel bolt is lying half-hidden under the workbench.

...You fight off deja vu. Everything is back as it was when you first awakened in the lab. The hatch is rusted shut, the supplies on the table are untouched. What in the name of... what has just happened?

What has just happened is that we have just learned the >RESTART verb. In most parser games, RESTART is a complete reset of the game state, undong all your progress. In Hadean Lands, it represents traveling to this location or several others like it throughout the game map. This resets the game world but not our progress. Our Alchemy Journal is untouched. We still know everything we've ever found out, and that has two important consequences.

First, it means that the game engine knows which puzzles we've solved and will solve them for us to get them out of our way if needed:

quote:

>DOWN
(first opening the iron panel)
You take the steel bolt.
You take the sprig of rosemary.
You take the impet of ginger oil.
You conjure a basic saturation symbol onto the steel bolt.
You lay the steel bolt on the hatch.

You pull the hatch open.

You drop through the hatch into the crawlspace below.

Second, if we ever end up learning new rituals or facts by experimenting with things we destroy, we need not worry because those facts will remain with us. We are free to experiment and don't need to bother with savescumming unless we're being exceptionally destructively systematic about something.

Anyway, now that we've done that, let's get back to where we were and actually check out that other corroded hatch.

quote:

>X HATCH
It's another service hatch, leading to another lab. But if the last hatch was rusty, this one is a disaster—the bolts are indistinct lumps of corrosion.

If you have your bearings right, the Mechanica Lab is above you.

Time to turn our bolt into a miraculous alchemical rust-cleaning machine again. We can't just make it happen with >UP though, because we have never gotten this particular hatch open. But we have performed this ritual before, so we can do that and its prerequisites in a single command:

quote:

>PERFORM BASIC RUST CLEANSING
You make your way to the Secondary Alchemy Lab.
You take the sprig of rosemary.
You take the impet of ginger oil.
You conjure a basic saturation symbol onto the steel bolt.

(You are now in the Secondary Alchemy Lab.)

Automatically fulfilled prerequisites can include getting to the appropriate lab. If you need special lab equipment to do a ritual (in this case, we need the "ritual bound" that holds the bolt), any prerequisites for reaching that equipment will be folded into the command resolution AI.

Oh yeah, also, before we go...

quote:

>PERFORM BASIC TARNISH CLEANSING
>GET PIN
>TOUCH PIN TO CALIPERS

Imagine if we managed to singlehandedly resolve a massive crisis that had crippled the entire marcher, and didn't clean those calipers like Sarge asked. We'd never hear the end of it. Punishment details for months on end.

Back once again to that rusted hatch and...

quote:

>TOUCH BOLT TO HATCH
You carefully lay the basic saturation symbol against the iron panel. The symbol discharges with a muted buzzing sound. Sparks fly from the bolts, and a bit of rust sifts down, but the charge doesn't seem to be sufficient this time. This hatch is going to require something stronger.

Well then. Time to start exploring the rest of this. Hopefully we can make our way into a lab that will let us get out into the marcher proper, or that has the equipment or reference material we need to learn how to open really stuck doors.

quote:

>W

Crawlspace Bend
The crawlway bends here, running from east to north. Another hatch is set into the floor; this one is already open.

A moldy sheet of paper is lying here. It looks like another alchemical recipe.

>READ PAPER
"REDOUBLED TARNISH CLEANSING: Deeply corroded metal may not yield to the basic tarnish removal ritual. In such cases, one must locate a more potent resinous element. Rather than the common rosemary or lavender twig, try a branch or cone from an evergreen tree. It may be necessary to crush the element to release its full effect."

You memorize the instructions, and also pick up the sheet. Just in case.

Oh, okay, or someone could have left those instructions for us rotting in a basement corner. That works too.

Let's finish exploring this crawlspace.

quote:

>N

Chem Lab Crawlspace
The crawlspace ends here. The only way back is to the south. You're pretty sure that you're under the Chymic Lab now.

You see one last hatch in the ceiling. This one is not rusted in the slightest. In fact, it looks like someone recently oiled it. Unfortunately, whoever it was also affixed a heavy brass lock.

Another stray flask is sitting on the ground. This one is labelled "lubanja".

>X LOCK
The brass lock is a common planetary combination affair. It's jammed through a hole drilled in the hatch coaming, though, and that can't possibly be Service standard. Somebody added this, and fairly recently, it appears.

>X LUBANJA
Lubanja, or Java spirit, is an essence distilled from the resin of certain Indonesian trees. It is an excellent solvent of substances which resist water.

Neat. Not immediately useful, but neat. We've only got one unexplored, unblocked passage left to us: the hatch that led down out of the crawlspace bend.

"Wait," I hear you ask. "Down? Aren't we in the basement crawlspaces already?"

Well, yes, but:

quote:

Herbarium Nook
You are in the Retort's herb-house. (Odd to reach it from the sub-basement; you usually come here through the upper laboratory floor. But that's a marcher for you.) A short ladder leads up to the ceiling hatch through which you entered.

You seem to be trapped in the east corner of the greenhouse. The main space, with its trays of sun-lit herbs and vines, is blocked off by another fracture. Only a few bits of herbage remain within reach.

A shelf holds a small bin labelled "mustard seed". Next to the bin are a pinecone, a dried mushroom, and a sprig of honeysuckle.

You notice a few orange threads lying in a crack in the floor.

"That's a marcher for you," our hero thinks. It's worth noting that the marketing material doesn't describe The Unanswerable Retort as a "marcher." Only people in-universe seem to do that. It calls the Retort an alchemical starship. Perhaps these reality fractures are less completely out of left field than we would consider, out here.

In other news, hey, check it out, a pine cone! Just we we need for that Redoubled Rust Cleansing ritual! What are those orange threads, though?

quote:

>X THREADS
These look like—yes—it's a small quantity of orange zafranum, an extraordinarily expensive spice. Whoever spilled this was very careless.

That's kind of a more venal sort of irregularity than the reality fractures, but in some sense that—and the giant brass combination lock—are even bigger mysteries than the cosmic disaster.

Next Time: We actually make it into the Mechanica and Chymica Labs.
From Last Time: When we were fumbling a ritual, the actions we took and the formulae we pronounced were described as inert or even recalcitrant. Furthermore, when we sealed the ritual bound, the colors were different.
Bonus Trivia: Several elements of this universe are things that exist in our world but ended up being given different names. Orange zafranum is one of those things. Lubanja is another. What are they? Warning: Don't just google these directly, because all you will find are spoilerrific walkthroughs for this game. I have a very good idea of what orange zafranum is, and a plausible but not very firm hypothesis about Lubanja. So let's hear it: what are these substances, and why did they get these names?

ManxomeBromide fucked around with this message at 04:23 on Jul 16, 2018

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
Orange zafranum is presumably saffron, from the "thread"-like description and color. The names are also similar. I have no idea what Lubanja could be, but perhaps it's a cognate in some language I don't know. Spanish, maybe?

I bet we could deal with that brass lock if we had some way to cause oxidation. A dephlogistinating invocation, say. We might also need to change the "ingredients" (the fiery atmosphere / resinous note). To guess wildly, peppermint, being cold, opposes the hot ginger, so while ginger allows us to reverse oxidation, peppermint would allow us to cause it. It's not clear how the resinous note works or what it impacts, but it modulates the ginger scent somehow. Perhaps scent overall serves as a kind of "targeting" for the ritual?

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.

quote:

You have learned one ritual:
basic tarnish cleansing inscription

After months of diligent practice, you have memorized several common alchemical formulae:
the Lesser Phlogistical Saturation
an elementary word of binding
a word of essential nature
a simple sealing word
an unsealing mantra

You have picked up assorted facts:
the work assignment
the resinous note
a lecture on aromas

I see that the wizard school is next to a pub.

Rigged Death Trap
Feb 13, 2012

BEEP BEEP BEEP BEEP

Lubanja I would like to assume is some kind of turpentine, or more likely, Camphor.

Loxbourne
Apr 6, 2011

Tomorrow, doom!
But now, tea.

Rigged Death Trap posted:

Lubanja I would like to assume is some kind of turpentine, or more likely, Camphor.

I theorise it's gum turpentine, which was carried on 16th century ships as a rub-on painkiller and a (harsh) treatment for intestinal parasites. It may have uses in this regard if the setting is going to be Alchemical Starship Troopers (which would be hilarious).

Am I right in thinking we looped around the ship there? Exited through the bottom and appeared at the top? This seems to be normal for Marchers from the dialogue; we are bounded in a nutshell as we traverse infinite space.

EDIT: It occurs to me that a lot of historical alchemy had to do with associating heavenly bodies with chemical elements. Presumably that will be how this spacecraft navigates. I'm really keen to see where they go with this.

Nakar
Sep 2, 2002

Ultima Ratio Regum

TooMuchAbstraction posted:

Orange zafranum is presumably saffron, from the "thread"-like description and color. The names are also similar.
Saffron is also incredibly expensive, so that checks out.

Ralphomon
Feb 14, 2014
As someone who replays this game every year or so and has been inspired by it to learn Inform 7 and make a game heavily inspired by it and my experience working as an experimental physicist, I'm both pleased it's getting more exposure through this LP and a little chagrined that I didn't get there first. Good game! I'm also looking forward to the discussion of what's actually going on here!

bibliosabreur
Oct 21, 2017
Wow. This seems extremely interesting. It looks like the Resets are acknowledged in-universe, too?

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
Safranum is the Latin name for saffron, which itself is derived from a similar Persian form, so I guess it's just supposed to be an alternate word from the same etymology. And the name and description are a shoe-in (though saffron is often described as yellow or golden I've always thought orange is a more appropriate comparison - it's similar in colour to many orange flowers)

p.s. this game looks amazing and I can appreciate any work of fiction which has me looking up etymologies for fun.

ManxomeBromide
Jan 29, 2009

old school
Part 3: Your Friend, Phlogiston

Last time, we wandered into the endless void, found two doors we couldn't open, what we needed to open one of them, and reset the universe.

bibliosabreur posted:

It looks like the Resets are acknowledged in-universe, too?

They are, and as we've seen, it's possible to cause a reset purely by acting within the game universe. The traditional, out-of-universe reset—which also resets your alchemy journal and sets the solver code to believe you have accomplished nothing—has been renamed to >RESTART COMPLETELY.

As for the door we don't yet obviously know how to open...

TooMuchAbstraction posted:

I bet we could deal with that brass lock if we had some way to cause oxidation. A dephlogistinating invocation, say. We might also need to change the "ingredients" (the fiery atmosphere / resinous note). To guess wildly, peppermint, being cold, opposes the hot ginger, so while ginger allows us to reverse oxidation, peppermint would allow us to cause it. It's not clear how the resinous note works or what it impacts, but it modulates the ginger scent somehow. Perhaps scent overall serves as a kind of "targeting" for the ritual?

The atmosphere is the only real thing we can reverse here. Resin seems to have a strength (given the pine cone) but we don't know of any polarity. And formulae can't be spoken backwards. Let's head back to the lab and see...

quote:

>OPEN PEPPERMINT
You pop open the impet, and the peppermint aroma rolls out, making your nose ache.

>PUT PIN IN BOUND
You put the brass pin into the workbench bound.

>SPEAK SIMPLE SEALING WORD
You take a breath, trace the bound in your mind, and intone the simple sealing word.

The arc begins to glow blue-white around the brass pin.

>SPEAK WORD OF ESSENTIAL NATURE
You intone the word of essential nature. The metallic nature of the brass pin rises to the surface, though with an indistinct shimmer.

>WAVE ROSEMARY
(first taking the sprig of rosemary)

You wave the sprig, and inhale its distinct resinous aroma. The icy smell of peppermint seems to gain a more complex herbal note.

>INTONE LESSER PHLOGISTICAL SATURATION
You begin the Lesser Phlogistical Saturation. The sounds try to bend and smear on your lips, but you are on your guard, and you hold clearly to the formula. Nonetheless, something must be wrong; the words seem to fall flat.

No luck. I think the reason for this is that we'd need some kind of counter-formula for the Phlogistical Saturation. Why is that? To answer that, let's start with a simple explanation by a Real Scientist!


(Click image for video)
(Also, in an odd coincidence, this Real Scientist is also the guy who ran the annual Interactive Fiction competition for the first decade or so of its existence. I have my ears in the IF world but that is not how I ran into this. The world is a pretty small place when you're a certain kind of Giant Nerd, I guess.)

Anyway, in actual Earthly chemistry, what is rust? It's oxidized iron. It's iron that has spent some time burning really slowly. Which is thus to say, while we think of phlogiston as being released when something burns, it is also released, more slowly, when metal corrodes. So phlogistical saturation is shoving all the phlogiston back into it, which restores its more traditionally metallic nature.

It's a little strange to think of metal as becoming more elementally metallic when you mix more of something into it, but the ways of matter are abstruse and strange.

In any case, we don't really have any leads on that brass lock yet, so let's do the redoubled saturation ritual with the bolt and see if that will fix the second hatch.

quote:

>SPEAK UNSEALING
You let the unsealing mantra run through your mind, clearing away the ritual energy. The bound goes dark.

>CLOSE PEPPERMINT
You snap the peppermint impet closed. Its aroma fades.

>OPEN GINGER
You pop open the impet, and the ginger aroma rolls out, stinging your nose.

>PUT BOLT IN BOUND
You put the steel bolt into the workbench bound.

>SPEAK SIMPLE SEALING WORD
You take a breath, trace the bound in your mind, and intone the simple sealing word.

The arc begins to glow orange around the steel bolt.

>SPEAK WORD OF ESSENTIAL NATURE
You intone the word of essential nature. The metallic nature of the steel bolt rises to the surface.

>CRUSH PINECONE
The old pinecone crumbles into dusty flakes, which sift from your fingers. A blade-sharp, resinous aroma bursts into the air. The fiery reek of ginger goes clean and harsh with it.

>INTONE THE LESSER PHLOGISTICAL SATURATION
You begin the Lesser Phlogistical Saturation. It's harder this time—more intense—but you hold clearly to the formula.

The energy pulses and converges. The orange light goes blinding-bright, drawing together the blended aromas and the words that you speak.

When the light fades, a symbol shines on the surface of the steel bolt.

I know that it's really just applying a verb to a glorified inventory item, but >INTONE THE LESSER PHLOGISTICAL SATURATION doesn't really get old.

quote:

>X BOLT
A single steel bolt, somewhat worn in the thread. A small symbol shines on the end of the bolt: the alchemical sign for redoubled saturation.

>GET BOLT
You pick up the steel bolt, careful of its inscribed redoubled saturation symbol.

Back to that hatch, and, hopefully, into the Mechanica Lab:

quote:

>TOUCH BOLT TO HATCH
You carefully lay the redoubled saturation symbol against the iron panel. The symbol discharges. Orange sparks crackle everywhere, nearly singeing your fingers. For a moment you think this inscription will fail as well—but rust rains down, and the bolts slowly emerge from their corrosion. By the time the energy has cleared, the hatch is as good as new.

>UP
(first opening the iron panel)

Mechanica Lab
This workshop features two of the more mundane devices of the alchemist's life: a hand-cranked wire-drawer, and the wire-splicer wheel.

The lab door is to the north, but it's crusted over with some horrible-looking mold. (What's happened here?) The crawlway hatch is open. You also see a small storeroom to the west.

An extremely corroded cabinet is fastened to the wall. It is closed.

To one side, some supplies are lying on a counter: two metal rods (platinum and nickel), an iron bead, and a lump of rock salt.

Something glitters on the floor. It looks like a circle of fine glass thread.

Man, this place is falling apart and hey wait a minute is that a rod of solid platinum over there

quote:

>X PLATINUM
A small rod of heavy, silvery platinum metal.

This may be the least interest I've ever seen an adventurer show in a rod of solid platinum. I suppose that as an alchemist we think of platinum less as a valuable metal and more as something to build catalytic converters out of. I also suppose it's more urgent at the moment to assess the damage:

quote:

>X MOLD
A lumpy, greenish-grey swath is crusted down the wall and across the door. It looks like some kind of mold. You have no idea what could have caused such a growth in a well-maintained marcher... but this room doesn't look so well-maintained as it did yesterday.

>X CABINET
The cabinet looks strangely dingy; the metal surface is pitted, and the hinges are a swollen mass of corrosion. Very strange. The cabinet was fine yesterday, and you'd have bet that it was rust-proof to begin with. Half the marcher's fittings are made from this alloy.

Strange indeed. Well, we've got a door to the west...

quote:

>W

Materials Store
You are in a small storage area. The Mechanica Lab is back to the east.

To one side stands a heavy table, upon which is another ritual bound. This one is adjustable; it is currently empty.

There's another cabinet here. This one is clean, but locked.

An untidy storage bin contains three stone chips (obsidian, granite, and sandstone), a moon-metal rod, a broad quartz prism, a long quartz prism, and a fluorspar crystal.

A crumpled recipe sheet is lying by the ritual bound.

Someone has dropped a standard glass chime, the sort used in musical rituals. It's marked as being in the key of H.

This reference to a "key of H" implies that the Empire that commissioned the Retort uses the German names for musical keys. H is what we would call B, and if we encounter something in the key of B that is what we would call B flat. (For years, I thought this was just a thing that Douglas Hofstadter made up to make some conceits work in Gödel, Escher, Bach, but Wikipedia backs it up.)

quote:

>X BOUND
The table bears a ritual bound, whose edge is an incised groove. The groove is currently empty.

This is an adjustable bound, a handy device. By placing a metal wire in the groove, one can set up a ritual of any desired elemental association.

The adjustable bound is empty.

>X RECIPE
(the crumpled sheet)
"UNIVERSAL TARNISH CLEANSING: The basic tarnish rituals employ the law of similarity; a steel token removes rust from steel. To prepare a token that will work on any corroded metal, one must prepare a catalytic environment, rather than a fiery one. Place a token of brass or steel in the bound and begin with a simple sealing. Recite the categorical imperative; pour a drop of Java spirit upon the token; conclude with the Lesser Phlogistical Saturation." The text of the categorical imperative is jotted below.

On the reverse side, Sergeant Brooks has written: "Practice this ritual, using the adjustable bound. Platinum wire will create a catalytic environment—if other elements (aromas) do not contaminate the area! Tools are available in the lab." This must be a lesson for the advanced students.

You memorize the instructions, including the categorical imperative. You also add the sheet to your bundle of paper.

Yeah, the opening scenes in Hadean Lands really are just a chain of locked doors with keys next to them. Don't worry, we'll be expanding our scope soon enough.

We need platinum wire to produce a catalytic environment. Maybe there's some stored in the wire drawer next door.

quote:

>X WIRE-DRAWER
Not a drawer full of wire, but a wire-drawer. It's a simple mechanical contrivance for turning metal rods into wire. You drop your rod into the groove, and then start turning the crank—or more accurately, leaning all your weight on the crank. With sufficient effort, the metal is forced through a set of rollers and dies, and reduced to wire.

Oh. OK. How about the wheel, then?

quote:

>X WHEEL
The wire-splicer—affectionately known to the apprentice crew as the Rumpelstiltskin wheel—sports a pair of tiny holes beneath a fearsome array of reels and gears. You feed in two lengths of metal wire, and it folds them together—then folds them again and again, until the metals have blended into a uniform alloy. (Turning the wheel is a tedious chore, but it's easier than messing around with furnaces and crucibles.)

Neat. We don't need alloys right now, though, just platinum wire.

quote:

>GET PLATINUM ROD
Taken.

>PUT ROD IN WIRE-DRAWER
(the platinum rod in the wire-drawer)
You slide the platinum rod into the groove, ready to be drawn into the device.

>TURN CRANK
You begin hauling on the crank, and the platinum rod is slowly drawn into the device. Soon wire begins spooling out onto the counter.

After several minutes of sweat, sore hands, and metallic creaking noises, the rod is entirely consumed. The platinum wire falls free, into a loose coil.

>GET WIRE
Taken.

Join the Navy, they said. See the Cosmos. Turns out it's still 90% hard manual labor.

But enough hard manual labor. There is science to do. Back to the materials store...

quote:

>PUT WIRE ON BOUND
You carefully press the length of platinum wire into the groove. It forms a complete circuit around the arc.

Catalytic converter: check.

quote:

>PUT PIN IN BOUND
You put the brass pin into the adjustable bound.

>SPEAK SIMPLE SEALING WORD
You take a breath, trace the bound in your mind, and intone the simple sealing word.

The arc begins to glow green around the brass pin.

Green, this time. It was orange when we opened the ginger, and blue-white with the peppermint. These reflect the overall environment or conditions in which the ritual takes place. Green must signify catalytic.

quote:

>RECITE THE CATEGORICAL IMPERATIVE
You intone the categorical imperative. The metallic nature of the brass pin extends smoothly and clearly into a general class.

... what, did you think that thread title was just for show? Also, this may be the most impossible-to-film sentence I've ever seen in an IF, and given that my last IF LP was of a game written entirely in a conlang with no glossary, that's really saying something.

quote:

>POUR LUBANJA ON PIN
You carefully drip lubanja onto the brass pin; a cleansing solvent quality adheres to the metal.

I am fairly certain that Lubanja is gum spirits of turpentine, which several readers volunteered on their own. While writing up this update, someone outside the thread also found the etymology—this is an abbreviation of the Arabic luban jawi, or "Java Frankincense." Luban at the time would have meant any fragrant tree resin, which gum turpentine certainly involved.

Researching this also turned up an alarming number of websites where people are wondering whether turpentine is safe to drink, and warnings that it is not. Most modern turpentines haven't been trees for hundreds of millions of years, and it seems that several people a year end up killing themselves by drinking paint thinner while thinking it's some kind of traditional medicine.

That got unusually morbid. Sorry about that. Where were we? Oh yes.

quote:

>INTONE THE LESSER PHLOGISTICAL SATURATION
You begin the Lesser Phlogistical Saturation. The sounds fight fiercely, but you master them.

The energy pulses and converges. The green light goes blinding-bright, drawing together the blended aromas and the words that you speak.

When the light fades, a symbol shines on the surface of the brass pin.

>X SYMBOL
The brass pin is charged with the alchemical sign for universal phlogistical saturation. When you touch it to something, the symbol will discharge.

Sounds good. Let's go back and apply it to that horribly corroded cabinet.

quote:

>TOUCH PIN TO CABINET
You carefully lay the universal saturation symbol against the cabinet. The symbol discharges; the cabinet vibrates. Corrosion falls away in a dusty shower, leaving the cabinet shiny-clean—or as shiny as it's ever been, anyhow.

>OPEN CABINET
You open the cabinet, revealing a torn sheet and a rust-stained sheet.

>READ TORN SHEET
"I've sealed off the chymic lab access so that nobody stumbles into anything. If you need in: Mars, Luna, Jupiter. --JA". You don't recognize the handwriting.

We don't recognize the handwriting, but we do know a JA—Lieutenant Jana Anderes was looking suspicious while frozen in crystal and holding a reagent jar. If it's her, though, you'd think we'd know what her writing looks like.

Also, that looks like it should get us past one locked door. What's this other sheet?

quote:

>READ RUST-STAINED SHEET
You pick up the sheet. It's a potion receipt. "A BANE for MUSHROOMS, LICHEN, and OTHER FUNGI: Prepare your chymic retort with mustard seed and a sample of fungus, in a saline bath. Seal; turn on burner, and heat to a gentle simmer. Invoke the Binding of Antipathy, thus attuning the mustard's toxic qualities to your sample. Decant." The binding is spelled out below.

You memorize the instructions, including the Binding of Antipathy. You also add the sheet to your bundle of paper.

And that's the key for the other. More importantly, that's the first ritual we've learned that doesn't involve phlogisticating something. Progress.

There was both mustard seed and a dead mushroom in the Herbarium Nook. We snag those on the way to the brass lock at the end of the crawlspace.

quote:

Chem Lab Crawlspace
The crawlspace ends here. The only way back is to the south. You're pretty sure that you're under the Chymic Lab now.

You see one last hatch in the ceiling. This one is not rusted in the slightest. In fact, it looks like someone recently oiled it. Unfortunately, whoever it was also affixed a heavy brass lock.

>open lock
The lock dial is inscribed with the astrological planets, in the familiar European tradition.

[Try "SET DIAL TO VENUS".]

I have a better idea. :cool:

quote:

>SET DIAL TO MARS
You set the lock to Mars.

>SET DIAL TO LUNA
You set the lock to Luna.

>SET DIAL TO JUPITER
You set the lock to Jupiter.

The lock snaps open.

See how much better an idea that was? Now we can make it into the Chymic Lab proper.

quote:

>OPEN HATCH
You push the iron panel open.

>UP

Chymic Lab
This wide room is dominated by a huge glass retort. You've practiced many chymical rituals in this apparatus. Hanging above the retort is an instructional sign.

The lab door to the east is closed. The only other exit is the hatch in the floor, which is open.

A supply rack holds five chymic flasks (sand, vinegar, muriatic acid, mineral oil, and saline), neatly lined up.

Two papers, a folded sheet and a wrinkled sheet, are lying here.

You can also see a brass coin and an impet of citronelle oil here.

Oh hey, more instructions to follow, and, more importantly: a flask of saline, our final reagent. (Note also "muriatic acid". That's an archaic name but not a fictional one: it's an old name for hydrochloric acid. It's sufficiently respectable that at the time of this writing, Wikipedia will automatically redirect from "Muriatic acid" to the HCl page.)

quote:

>READ SIGN
The sign reads: "Remember! Every chymical ritual begins in the retort, and each begins with the Hermetic Sealing!" This sovereign formula is spelled out below, with instructive accent marks.

You've survived many tedious lectures in this room by staring blankly at this sign. It hangs right over where the rector likes to stand, and its quirks of calligraphy are always more interesting than his somnolent drone.

Just to be sure, though, you memorize the Hermetic sealing word again.

Oh, in fact, we weren't ready for our ritual; the sealing word we knew doesn't work for chymical rituals. That's why you read the instructions! :eng101:

quote:

>READ FOLDED SHEET
This paper appears to be a student's notes, from some advanced class. It spells out two formulae: a word of entension, which delays or lengthens a chymical reaction, and a word of culmination, which resolves the same.

You memorize the information, including the two formulae. You also add the sheet to your bundle of paper.

>READ WRINKLED SHEET
This appears to be an instructor's notes for a lecture. "Lab demonstration #5: Calcinate of copper. Place muriatic acid and quickcopper (orichalcum) in the retort. Heat to dissolve, and continue heating until the green salt crystallizes. Note: product is unstable! Flush retort directly after demonstration; do not extract calcinate."

You memorize the information, and also add the sheet to your bundle of paper.

Well, that's two new formulae, at least. That calcinate of copper isn't helpful to us yet at all, though; what good is a ritual that only produces a product you must immediately throw away? If we >RECALL it won't even show up in our rituals—it's filed with the trivia under "facts".

Next Time: We actually finish the tutorial area.

ManxomeBromide fucked around with this message at 04:24 on Jul 16, 2018

ManxomeBromide
Jan 29, 2009

old school
The Alchemy Journal is now in the second post in this thread. It will be more useful later, but it's already decently-sized here at the end of the tutorial.

bibliosabreur
Oct 21, 2017
There's definitely something weird going on with the passage of time! As for "recite the categorical imperative", they...surely don't mean "act as if the maxims of your action were to become through your will a universal law of nature"?

Now for what little I remember of chemistry. Platinum has to do with catalyzing redox reactions, and the phlogistical reactions seem to do with reversing oxidation; so far so good. Heaven knows what quickcopper or orichalcum is, and why HCl seems to break it down into an unstable copper salt.

malkav11
Aug 7, 2009

bibliosabreur posted:

Heaven knows what quickcopper or orichalcum is, and why HCl seems to break it down into an unstable copper salt.

Orichalcum is a real thing. "a yellow metal prized in ancient times, probably a form of brass or a similar alloy."

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
Quicksilver is mercury; maybe quickcopper is gallium? A "lesser" liquid metal (as copper is a "lesser" metal to silver) because it has a higher melting temperature. Could be useful if we need to degrade some aluminum though.

I guess it might be something like bismuth.

Nakar
Sep 2, 2002

Ultima Ratio Regum
Orichalcum may sometimes be used for brass, but that's not the sort of reaction one would expect from the interaction of brass and hydrochloric acid. I believe you can use HCl to clean brass relatively safely, in fact, and it's certainly not an unstable process. It does wear the brass down, but it doesn't produce the reaction described on the note.

EDIT: Apparently mixing gallium and HCl can produce hydrogen? And bismuth oxide reacts with HCl in some manner I don't understand, but it's apparently an important chemical thing, but it's a powdery substance and not a liquid as "quickcopper" sort of implies. I think TooMuchAbstraction is on the right track with quickcopper being something like one of these things but I don't know enough about chemistry.

Nakar fucked around with this message at 05:34 on Jun 8, 2018

dis astranagant
Dec 14, 2006

TooMuchAbstraction posted:

Quicksilver is mercury; maybe quickcopper is gallium? A "lesser" liquid metal (as copper is a "lesser" metal to silver) because it has a higher melting temperature. Could be useful if we need to degrade some aluminum though.

I guess it might be something like bismuth.

Doubtful. Quickcopper is apparently just another name for orichalcum, which could be drat near anything given the setting.

ToxicFrog
Apr 26, 2008


ManxomeBromide posted:

That calcinate of copper isn't helpful to us yet at all, though; what good is a ritual that only produces a product you must immediately throw away?

I suspect that's what the Word of Entension is for -- make it, then put it in stasis until you need an exploding test tube (or whatever sort of instability it evinces).

Loxbourne
Apr 6, 2011

Tomorrow, doom!
But now, tea.
I note an "impet", while clearly some kind of aerosol volatiser here, has the more obvious meaning of a small imp or little devil in folklore.

Since there's no obvious reason to describe a bottle AS a demon (as opposed to lurking in one), I'm imagining the impets as having some sort of carved devil motif, like Victorian skull-shaped poison bottles that could be easily identified by touch in poor light.

idhrendur
Aug 20, 2016

I'm sorry to say I'm going to have to stop reading this LP for now.

Because you convinced me to buy the game and I don't want to spoil it for myself. So, uh, good work!

manyleeks
Apr 22, 2010

Just another day at the office
This is a fascinating concept and I'm eagerly waiting to see what comes next.

Some speculation about the setting below.

Following off the back of the earlier discussion about etymology, the way the vessel the protagonist is on is described as a marcher is interesting. In addition to the more modern meaning of military marching, march is also an old Germanic word for a borderland between two areas (like, for example, the Welsh Marches in the UK), and to say something "marches with" can also mean it has a common border.

There are a couple of other interesting observations so far that jump out. So far we've seen three things that would classify as "borders" - the fracture (which seems alien to the protagonist), the void (even moreso) and the "Hadean Land" (which was pretty clearly not, although it appeared in an unexpected place). So the protagonist is used to seeing alien landscapes in the context of the marcher, albeit not in that specific location.

There's also the protagonist's comment about the herbarium - "Odd to reach it from the sub-basement; you usually come here through the upper laboratory floor. But that's a marcher for you." At first I thought this was just a comment on the fact that the protagonist had used the crawlspace to enter rather than coming through the front door, but the additional line implies something a bit more involved might be going on.

It's interesting that (so far, at least) all the rituals that we've seen ManxomeBromide perform have had a pretty clear bordering (the platinum wire) or sealing (the two seals learned so far) component to them, although I don't believe we've seen use of alchemy to physically seal or lock something so far. Maybe that will come up?

This seems to suggest that the way the marcher works is quite different to what we would think of as a spacecraft, and might also imply something about what's gone wrong.

Kangra
May 7, 2012

Muriatic acid isn't outdated as a name, I have a bottle clearly labeled as such that was purchased this millennium.

I don't know if it'll be relevant, but 'Hermetic Seal' would mean an airtight seal (just as it does in modern usage) but since it's a word or incantation of some sort, it could also be related to the symbol for quintessence (the 'Hermetic Seal of Light', which is a circle inscribed in a square inscribed in an equilateral triangle inscribed in a circle).

Kangra fucked around with this message at 04:15 on Jun 9, 2018

ManxomeBromide
Jan 29, 2009

old school

idhrendur posted:

I'm sorry to say I'm going to have to stop reading this LP for now.

Because you convinced me to buy the game and I don't want to spoil it for myself. So, uh, good work!

There is no better reason to retire from the thread. We'll still be here when you get back—or, failing that, in the archive.

ManxomeBromide
Jan 29, 2009

old school
Part 4: You Can't Spell "Alchemist" Without "Chemist"

Last time, we made it into the Chymic Lab and read some instructions. Let's explore a little before we actually use the lab.

quote:

Chymic Lab
This wide room is dominated by a huge glass retort. You've practiced many chymical rituals in this apparatus. Hanging above the retort is an instructional sign.

The lab door to the east is closed. The only other exit is the hatch in the floor, which is open.

A supply rack holds five chymic flasks (sand, vinegar, muriatic acid, mineral oil, and saline), neatly lined up.

Two papers, a folded sheet and a wrinkled sheet, are lying here.

You can also see a brass coin and an impet of citronelle oil here.

>OPEN DOOR
You pull the door open.

This door is no better than the last. You look out over a Thalassan land: thick grey waves heaving beneath a lowering brown sky. Fortunately, another fracture protects you from its no-doubt toxic airs.

>X THALASSAN LAND
No land is visible in a Thalassan land; the world outside is water. Or some liquid—you doubt you could drink it. The waves are slow and oil-thick. Bands of brown haze drift above them, beneath an impenetrable murky sky.

>X RETORT
The retort is a magnificent piece of glassware, the pride of the laboratory. It practically is the laboratory—a bespoke apparatus for any sort of chymical ritual.

The outer enclosure is a glass bulb, two feet across. Its equator is etched with an encircling ritual bound. Suspended within is a reservoir for chymic reagents, and a mesh basket for solid components. The retort has a slot in the top for adding these reagents, a tap for extracting products, and a dump valve for discarding ruined experiments. The base also contains a gas burner, although it is not currently lit.

The Thalassan land always puts me in mind of Titan, but of course Titan has a solid surface.

Let's brew some fungicide.

quote:

>PUT SALINE IN RETORT
You pour a measure of saline into the retort.

>PUT MUSTARD SEED IN RETORT
You put the pinch of mustard seed into the retort.

>PUT MUSHROOM IN RETORT
You put the dried mushroom into the retort.

>SPEAK HERMETIC SEALING
You take a breath, trace the bound in your mind, and intone the Hermetic Sealing.

The retort's equator begins to glow pearl-grey around the dried mushroom, the pinch of mustard seed, and the reservoir of saline.

>TURN ON BURNER
You twist the knob. The gas burner hisses, and then bursts into flame.

The gas flame heats the saline.

Now, the instructions said to heat it to a slow simmer, so I suppose we'll need to wait a while...

quote:

>Z
Time passes.

The gas flame heats the saline.

>Z
Time passes.

The saline bubbles over the flame.

Perfect. Let's wrap this up before the saline bubbles off completely.

quote:

>INVOKE THE BINDING OF ANTIPATHY
You begin invoking the Binding of Antipathy, forcing out the bitter phrases. Gradually the mustard seeds dissolve, and the saline solution acquires a lavender tint. Purple fumes begin to fill the retort.

When you finish choking out the formula, the liquid is deep purple in hue. You find an empty vial in the clutter and tap the fungicide from the retort. Phew! It smells awful. You snap the vial shut.

As an afterthought, you shut off the gas flame. You also pull the retort's dump lever—the mushroom falls out into your hand. It's damp, but none the worse for wear.

Convenient! Also notice that glassware is so ubiquitous we don't need to carry any around; we can just pluck it out of the undescribed environment as needed. That's a marcher for you, I guess.

quote:

>X FUNGICIDE
This is a purple liquid, which appears to be fuming slightly in its bottle. It should be instant death to mold, lichen, and fungus.

Instant death! That's what I like to hear. Let's go put it to good use.

quote:

Mechanica Lab
This workshop features two of the more mundane devices of the alchemist's life: a hand-cranked wire-drawer, and the wire-splicer wheel.

The lab door is to the north, but it's crusted over with some horrible-looking mold. The crawlway hatch is open. You also see a small storeroom to the west.

A clean cabinet is fastened to the wall. It is open, but empty.

To one side, some supplies are lying on a counter: a nickel rod, an iron bead, and a lump of rock salt.

>POUR FUNGICIDE ON MOLD
You splash the fungicide onto the door. The mold bubbles and shrivels away, leaving the wood clean—well, only a bit stained. The hinges seem to be clear now, anyway.

>OPEN DOOR
You open the pine Mechanica door.

>NORTH

Lab Hall Southwest
This is the southwest corner of the laboratory access hallway. It's done up in rough wallpaper, faintly scruffy and very familiar—these halls are the center of your student life. The hall runs north and east from here.

To the south, the door to the Mechanica Lab is open. The Chymic Lab door is to the west; it's closed. The lab stairwell opens to the northeast, but a fracture prevents entry.

A sheet of paper lies discarded in the hall.

A swabbie out of the lab is like a fish out of the sea.

Thanks, Sarge, I'll remember that.

This whole "being haunted by the Sergeant" thing has been kind of a mixed bag, over all.

Hey, that's the Chymic Lab Door over there. The one that led to a Thalassan land from the other side. What happens if we open it from this end?

quote:

>OPEN CHYMIC DOOR
The Chymic door won't open; it won't even rattle. (You recall the fracture that blocks it on the other side.)

Nothing much. Though honestly, "nothing" is a pretty good result here.

So, now what?

At this point, we've left the tutorial area and have entered the first part of the main game. We won't, yet, have full run of the Marcher, but Ensign Forsyth actually does know this marcher pretty well. We can call up a complete graphical map, with labels, at any time. However, that map shows information we would normally not encounter as players until we get there, and that Forsyth would not know until reaching them in-game. So, I will be presenting the map in pieces as we explore regions more thoroughly.

Our task now is to visit all the newly-reachable rooms and devour all the delicious knowledge that lurks within. This eastern lab is basically a square hallway with labs off every wall, and a hallway out to the rest of the marcher from the northwest corner. Let's loop around and see what we can find.

Well. There's a discarded sheet right in front of us. Let's start with that.

quote:

>READ PAPER
(the discarded sheet)
Somebody has dropped yet another alchemical recipe. Oh, this is useful—you've used an oculus before, but never learned to create one.

"TO CREATE A RESONANT OCULUS (an exceptional tool for observing unseen influences): Prepare an environment with lunar influences. This will require a bound with a gestalt shelf; place any lunar symbol on the shelf, but take care to exclude contaminating aromas. Then place a glass loop within the bound and begin with a simple sealing. Vocalize a resonant tone to tune the loop in the Celtic mode, followed by a syllable of counterbalance to fixate it."

You're not sure what tone and syllable the recipe is referring to. But the mention of the "gestalt shelf" jogs loose a memory of another lecture.

You memorize the instructions, and also add the sheet to your bundle of paper.

That gets us a new fact in our Alchemy Journal.

quote:

>RECALL GESTALT SHELF
Aromas are one way to set the environmental influences for a ritual. For more precise control, you can use a gestalt shelf—if the ritual bound has one. (Not all do.) By placing specific items on the shelf before the ritual begins, you can apply precise symbolic markers to the environment.

Sounds good. Now, if the crawlspaces work out, the lab we started the game in should be off the south wall to our east.

quote:

>EAST

Lab Hall Southeast
The laboratory hallway runs north and west from this corner. The Secondary Lab, where you awoke, is to the south; its door is closed. The door to the Opticks Lab is closed to the east.

>OPEN DOOR
Which do you mean, the oak Opticks door or the pine Alchemy door?

>PINE
The Alchemy door won't open; it won't even rattle.

Just like the Chymic Lab door. Let's go check out Opticks.

quote:

>OPEN OAK
You open the oak Opticks door.

>EAST

Opticks Lab
This chamber is dedicated to experiments involving rays of light. A solid block of bluestone forms an immense workbench in the center of the room.

Whatever mirrors, prisms, and lenses are supposed to be arranged on the bench are there no longer. The equipment lies shattered on the floor—all just an inextricable heap of broken glass, now.

The lab's door stands open to the west. A closet door to the east is closed. To the south is a storage annex.

A scrawled sheet lies next to the glass disaster.

>X SHEET
(the scrawled sheet)
You pick up the sheet, and find a formal (if hastily scrawled) receipt for the use of elemental earth in an optickal bench setup. "Permission granted to use elemental earth for optickal mirror calibration—one day only. If you damage or lose the earth-shard, you will be on report until the Sun turns green. The Retort only has the one in stock!"

(You look down at the wreckage of the bench, and wince.)

You memorize the information, and also add the sheet to your bundle of paper.

>OPEN CLOSET DOOR
You take a deep breath and pull the door open. Once again, a foreign world breaks the Retort's familiar boundaries.

This time it is an Erebian land—cracked slabs of ice tilting up above ancient snow.

>X EREBIAN
The landscape beyond the door is buried in snow. It is old snow, aeons old; it has the faint bands of color that you've heard mark the most ancient of Erebian lands. Blue frost laps over snowdrifts of pale violet, which fall into dim green abysses beneath slabs of ice. Stars hang above, and a brooding red coal of a sun.

>CLOSE CLOSET DOOR
You shut the door on the Erebian world.

Based on these descriptions, I think Erebian lands are worlds like Pluto, while Hadean Lands are more like Mercury or Luna. Slightly ironic, I suppose, if you consider that Pluto and Hades are in some sense the same god. But I can't argue with "Erebian" either.

There's a secondary room to the south. That's the first time we've seen a lab have multiple rooms in it.

quote:

>SOUTH

Opticks Annex
This is a quiet corner south of the Opticks laboratory. You've spent many hours here with the other scrubs, snatching extra practice time in your spare hours.

A round standing table in back is set up for ritual use. A gestalt shelf is fastened above it.

A neglected storage bin contains a scribbled sheet, a chip of flint, a concave glass lens, and a convex glass lens.

A white feather has fallen to the floor near the table.

>X SCRIBBLED SHEET
You've found another student's notes. A formula is scribbled on one side: the Anodyne Evocation, which aids the growth of the body.

On the back are some comments from a chymistry lecture: "Percalcination: to repeat the calcination procedure. (Typically produces a more stable and potent reagent.) First, calcine a metal. Then seal the retort (Hermetic) and invoke the Crystalline Tempering to clarify the salt's structure. Add more acid to redissolve, and continue heating until a second crystallization occurs."

You memorize the information, including the Anodyne Evocation. You also add the sheet to your bundle of paper.

We've seen the notion of calcining metals before, but not in any rituals.

That wraps it up for the Opticks Lab. Let's move on to the northeast corner. Once again, there are two labs here, but we can only enter one:

quote:

Lab Hall Northeast
This is the northeast corner of the laboratory hallway, which runs south and west. The lab stairwell opens to the southwest, but a fracture prevents entry. The Tertiary Lab is to the east; its door is closed. The Pyrics Lab door to the north is open.

>OPEN TERTIARY
It seems to be locked.

>N

Pyrics Lab
Waves of heat fill this room, radiating from a massive brick kiln and the roaring gas burners that fire it.

The lab door to the south is open. A storage area lies to the east.

Within the kiln, half-obscured by rippling heat, you can see a thick key and a porcelain paten.

A table at the other end of the room supports a glass vapor crock. The crock is open and empty.

You also see a jar of cedar splints on the table. Next to this are six splints of assorted woods: swamp pith, green linden, blackwood, winter-oak, maple, and elemental wood.

>X KEY
This is a thick key of some cheap alloy. You recognize the shape—it's one of the keys used to unlock fire doors in the marcher, after an all-sections drill. Why anybody would have tossed it into the kiln, you have no way to guess.

>X PATEN
This is a palm-sized porcelain disc, painted with feathers and the Chinese sign for breath.

That key sounds important. What are these woods, though?

quote:

>X PITH
A thin, thumb-length splinter of spongy pith. It's very light for its size.

>X LINDEN
A thin, thumb-length splinter of greenish wood. It's rather light for its size.

>X BLACKWOOD
A thin, thumb-length splinter of glossy wood. Despite the name, it's not quite black.

>X WINTER-OAK
A thin, thumb-length splinter of pale grey wood.

>X MAPLE
A thin, thumb-length splinter of striated wood.

>X ELEMENTAL WOOD
A thin, thumb-length splinter of elemental wood—not wood from any particular tree, but a difficult-to-cultivate abstraction of all woods.

"Difficult to cultivate," you say. Say what you will about the Navy, their arborists are badass.

None of the other woods strike me as particularly out of the ordinary, though I suppose it's possible that "blackwood" and "winter-oak" are euphemisms for something very specific.

quote:

>EAST

Pyrics Store
This is a tangle of storage racks, mostly empty. The Pyrics Lab is to the west.

On one rack you notice a jar of camphrost lumps.

A silver coin and a lead rod lie on another rack.

A stack of firebrick in back serves as a crude ritual bound, complete with gestalt shelf.

>EXAMINE COIN
It's a worn silver coin. One side is stamped with a crude grinning moon-face. The other seems to be a fish.

>EXAMINE LEAD ROD
A small rod of plain, dull grey lead.

>EXAMINE CAMPHROST
A small jar of camphrost rests on a rack. It has a turned-down neck, to conserve the volatile substance.

Camphrost lumps are in fact so volatile that they will sublime away to nothingness a few turns after we take one out of the jar. This is a good clue as to what we would normally call it.

On to the northwest corner.

quote:

Lab Hall Northwest
The laboratory hallway runs east and south from this junction. Another corridor runs west, towards the rest of the marcher.

To the north, the door to the Main Store is open.

How bizarre! Someone has scrawled graffiti on the wall here. The black marks are curiously twisted; they hint at meaning, but you cannot read them.

>READ MARKS
Twisting, involuted strokes of black are scrawled across one wall. The graffito is irregular—neither artistically symmetrical nor ink-splotch random. But if this is a script, it is utterly foreign to your understanding.

Bizarre indeed. The notion of a Main Store is extremely promising though. Let's check that out.

quote:

>NORTH

Main Store
This is the general storeroom for the Retort's laboratories. Shelves begin here and extend to the east and west. However, a fracture to the east blocks a large part of the room. The door to the south is open.

You recognize a figure to the east, beyond the fracture. It's Ensign Ctesc. He is moving towards you—or would be, if he were not frozen in place.

A steel safe is set into one wall. The safe is closed and locked with a heavy combination lock.

The nearest shelves are mostly empty, but a rough diamond, a length of silk cord, and a length of silver chain are within reach.

>EXAMINE CTESC
It's Sydney Ctesc—an East Empire name, his family is from out that way. He's an ensign in Alchemy, same as you, though a year senior. Short, quiet, studies hard.

You see something, a sequence of symbols, scrawled on Ctesc's hand. And his attention seems to be directed towards the steel safe.

>EXAMINE SYMBOLS
You squint at Ctesc, but he's too far away and his hand is at an awkward angle. You can't make the symbols out. The last one might be... Scorpio? Virgo?

>WEST

Storage Nook
You are in an awkward nook behind the storeroom's last shelf. The rest of the room is east.

You see another hatch in the floor, though it's too small for a person. The cover seems to be solid lead. It is closed.

A glint of light reveals an Alchemy File seal lying near the hatch. Some officer will be in deep trouble for losing it.

>EXAMINE ALCHEMY FILE SEAL
This is a seal of silvery-bright rutilum, cast with the insignia of the Alchemy File. High-ranking Alchemy officers carry such badges. Someday you will be granted one... but right now, this one will be awfully handy.

>GET SEAL
Taken.

>OPEN HATCH
You try to lift the panel, but it's too heavy to move.

Fun fact: I completely missed this annex room the first time I played the game, and thus didn't find the Alchemy File Seal. It turns out there's a way, later in the game, to get around needing the Alchemy File Seal, but the goal-seeking AI didn't know about it, so I would forever be halting halfway through enormously complicated plans because I needed to tell it to perform one step in the middle of it. I think that might have gotten patched for the Steam release.

"Rutilum" is a new substance for us, too, but right now we don't know anything about it other than that it's shiny or can be made shiny. We'll see more of it later.

In the meantime, we've got a hallway to walk down, though honestly, it's going to be hard to beat the Main Store.

quote:

Lab Wing Hallway
This hallway runs east and west. However, the fire door to the west is locked, sealing you off from the rest of the Retort. A smaller door to the north leads to the Primary Alchemy Lab; it is open, but blocked by another fracture. An archway to the south leads to the Library.

Another standard glass chime lies in the middle of the hall. This one is a glass G-flat.

>SOUTH

Library
This library serves the laboratory wing. You haven't spent much time here—the trainees have their own study room—but you have often admired the rows of fat musty tomes on their elegantly-carved shelves. The archway is north.

Two papers, a neat sheet and an untidy sheet, lie unregarded on the floor.

You notice a rotor card sticking out from between two books.

I take it back, a Library is exactly the one thing that would be better. Let's learn everything. And also swipe that rotor card.

quote:

>EXAMINE NEAT SHEET
The paper explains how to sing a resonant tone, which resonates with the structure of matter.

You memorize the information, including the resonant tone. You also add the sheet to your bundle of paper.

>EXAMINE UNTIDY SHEET
It's another alchemical recipe. "A POTION to RESIST ALL INJURY BY HEAT OR FIRE: This compound protects the drinker by balancing heat against cool—these symbolized by opposing aromas. Place a measure of saline into a bound. Employ the simple sealing with no aroma present. Release a fiery aroma; invoke counterbalance; change the atmosphere to chill; invoke an elementary word of binding."

You recall, from an unusually digressive lecture, that one never uses the chymic retort for potions intended to be drunk.

Yeah, I'm not really keen on drinking anything out of the chymic retort, especially considering what we just used it for.

quote:

You memorize the instructions, including the syllable of counterbalance. You also add the sheet to your bundle of paper.

Hmm. This isn't the first place we've heard of the syllable of counterbalance, is it?

The rest of the books are less useful to us.

quote:

>READ BOOKS
You pick up a book and flip through it. The text is opaque; this must be a high-level theory text. Disappointed, you replace it on the shelf.

>READ BOOKS
You look at another book. This one, too, is a haze of obscure alchemical theory.

>READ BOOKS
You look at another book. Strange—you have trouble even focussing on the lettering. You begin to wonder if there's something wrong with your eyesight.

>READ BOOKS
You peer intently at another book. The words seem to swirl away in a haze of mathematical terminology. You give up and return the book to the shelf.

>READ BOOKS
You pick up a book and flip through it. It's no more comprehensible than the last one.

Probably a concussion from the accident. Certainly not an ominous hint of vast cosmic mysteries, nor a simple dodge to avoid having to implement an entire library.

That leaves the rotor card, which is a pretty nifty piece of kit:

quote:

>EXAMINE ROTOR CARD
This is a handy device for setting various environmental influences. It's a sort of cardboard envelope with a spinner inside and a little hole cut out. You can turn it so that one of five symbols shows through—currently, a sketch of a snowy day.

We can also >TURN CARD to swap between snowy, windy, and sunny days, a rainbow, and a moonlit night. The moonlit night presumably introduces a lunar influence, and the sunny day a solar (fiery?) influence, but we need a more reliable way to get information about that to be sure.

Next Time: That's up to you! Here is the map of the East Wing of the Retort, most of which we have now visited:



Our obvious next goal is to get through that locked fire door, but that is far from the only thing that we can attempt. There are several rituals we've never performed, and a number of devices and materials that we have not experimented with.

ManxomeBromide fucked around with this message at 04:26 on Jul 16, 2018

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
My guess for Erebian is that it represents a frozen world where the materials would be liquid at normal human temperatures. So, stuff like dry ice. Maybe also allowing for seas composed of things that would be gaseous on Earth, like liquid methane. Meanwhile, Hadean lands are just dead rock.

I appreciate that, despite being in considerable duress and lacking any kind of survival gear (we haven't seen anything I would be willing to eat* and precious little that I'd be willing to drink), Ensign Forsyth still took the time to draw an awfully detailed map.

* Maybe the mushroom, but eating unknown fungi is a risky business...

Loxbourne
Apr 6, 2011

Tomorrow, doom!
But now, tea.

TooMuchAbstraction posted:

I appreciate that, despite being in considerable duress and lacking any kind of survival gear (we haven't seen anything I would be willing to eat* and precious little that I'd be willing to drink), Ensign Forsyth still took the time to draw an awfully detailed map.

If this is some kind of time disruption or interrupted transition, we may need that map to prove anything happened when the crew wakes up.

Nakar
Sep 2, 2002

Ultima Ratio Regum
Once we've actually done a ritual, the parser remembers that we know how to do it, right? I'd say then we ought to try as many recipes as we can make, since the option to RESTART allows us to reset things if it turns out we used up something we shouldn't have. That way in the future if we want to go through the rituals again we won't have to do it step by step anymore.

macdjord
Oct 26, 2013

TooMuchAbstraction posted:

* Maybe the mushroom, but eating unknown fungi is a risky business...
> EAT MUSHROOM

What's the worst that can happen?

ManxomeBromide
Jan 29, 2009

old school

Nakar posted:

Once we've actually done a ritual, the parser remembers that we know how to do it, right? I'd say then we ought to try as many recipes as we can make, since the option to RESTART allows us to reset things if it turns out we used up something we shouldn't have. That way in the future if we want to go through the rituals again we won't have to do it step by step anymore.

Simply cleaning out our present repertoire of rituals, verbs, and item interactions produced an update twice the size of what I've generally been aiming for, so, uh, bonus increased update speed this weekend, I guess! :flashfact:

macdjord posted:

> EAT MUSHROOM

What's the worst that can happen?

If you're playing casually, Hadean Lands is Merciful on the Zarfian Cruelty Scale. (And yes, same Zarf. I did say he was an important figure in IF theory and technology.) The worst you can do is create a condition where you have to >RESET sooner than you'd like.

As we'll see next update, >RESET ends up altering its meaning over time as you hit various milestones, so as an LPer the worst that can happen is that I can lock myself out of a phenomenon I want to show off before I can in fact show it off. I'm working in part off of notes, cheatsheets, and walkthroughs to prevent myself from doing this by accident.

ManxomeBromide
Jan 29, 2009

old school
Part 5: System Mastery Trap

Once we get through that fire door, the game's possibility space is going to explode. We'll be spending several updates simply exploring obvious exits and cataloguing new things we can do. There is a real danger that important and extremely basic capabilities may be lost in the flood. So, before we dive into that enormous sea, we'll be putting our little corner in order and doing all the things we know how to do. In the process, I will also introduce the last of Hadean Lands's unique helper verbs.

As it stands, there is one locked door we haven't opened (the fire door), one device we haven't experimented with (the wire-wheel), and three rituals we know but have not yet successfully performed (creating a fire resistance potion, creating a resonant oculus, and the redoubled brass tarnish removal ritual). There's a key that is associated with fire drills roasting in the kiln. That's our best bet for opening that door. The direct approach would be to make ourselves fire-resistant and then pull the key out of the kiln with our bare hands.

Now, how did that ritual go? We can look it up in the alchemy journal, but we can also >RECALL rituals and facts:

quote:

>RECALL FIRE RESISTANCE
"A POTION to RESIST ALL INJURY BY HEAT OR FIRE: This compound protects the drinker by balancing heat against cool—these symbolized by opposing aromas. Place a measure of saline into a bound. Employ the simple sealing with no aroma present. Release a fiery aroma; invoke counterbalance; change the atmosphere to chill; invoke an elementary word of binding."

>RECALL LECTURE ON POTIONS
You have never practiced potion synthesis yourself. (They don't let you poison people without a little more experience.) But you remember a lecturer mentioning that potions intended for human consumption are never made in the chymic retort; they're not compatible with the Hermetic Sealing. Instead, you typically start by placing saline solution into a ritual bound, in any sort of container.

I wonder if Lt. Anderes is senior enough that they let her poison people. We can also recall things we've seen:

quote:

>RECALL ANDERES
You recall Lieutenant Jana Anderes—a tall woman with dark hair and a long pale face—which is usually bent into a sour shape, contemplating the misdeeds of Alchemy-file ensigns such as yourself. Maybe she's more pleasant company off-duty; you'd hardly know. You've only usually seen her in her storerooms, stalking the shelves and begrudging every teaspoon of an alchemist's request.

You last saw Lt Anderes in the Secondary Lab Crawlspace, caught in a fracture.

>RECALL CTESC
You recall Ensign Sydney Ctesc. He is Alchemy-file, like you; you often see him around the labs. You don't know him well; he's quiet, not to mention a year your senior. He's short and moon-faced, somehow with shaggy hair despite the marcher haircut.

You last saw Ensign Ctesc in the Main Store, caught in a fracture.

We can try to recall things that we haven't seen yet, but that doesn't work as well:

quote:

>RECALL CAPTAIN
You don't know where Captain Hart is.

And recalling items that no longer exist works as well as it can:

quote:

>RECALL PINE CONE
The pinecone is gone; you used it in a ritual in the Secondary Alchemy Lab.

We need that pine cone to do the redoubled tarnish cleansing ritual, but that can wait. We have everything we need to do the other two rituals, so let's handle those first. I'd happened to pick up all the components we'd needed along the way, but apparently I was overly neat and tidy when I made the fungicide because I don't have the saline. I could walk back through the Mechanica Lab and the crawlspaces to get to the Chymic lab, but we don't need to do that.

quote:

>GO TO SALINE
The flask of saline is in the Chymic Lab, as you recall. You head that way.
You make your way to the Chymic Lab.

Chymic Lab
This wide room is dominated by a huge glass retort. You've practiced many chymical rituals in this apparatus. Hanging above the retort is an instructional sign.

The lab door stands open to the east, revealing a murky Thalassan seascape. The only other exit is the hatch in the floor, which is open.

A supply rack holds five chymic flasks (sand, vinegar, muriatic acid, mineral oil, and saline), neatly lined up.

You can also see a brass coin and an impet of citronelle oil here.

Oh, also I carelessly left that door open. Let's fix that. We don't want some toxic alien ocean flooding the Chymic Lab if that fracture becomes porous.

quote:

>CLOSE DOOR
You shut the door on the Thalassan world.

"Thalassa," in passing, is the old Greek word for seas generally and the primordial goddess thereof. Hadean Lands invoke Hades, the Greek God of the underworld, and Erebian Lands invoke Erebus, the primordial darkness and possibly the vestibule of the underworld, depending on exactly what myth you're reading.

Now that we have the saline, we can brew a fire resistance potion. There was an alchemical bound in the Pyrics Store. That's right next to that key, so that's as good a place as any to do the ritual. >GO TO works on rooms as well as objects. Let's get to work.

quote:

>GET SALINE
Taken.

>GO TO PYRICS STORE
You make your way to the Pyrics Store.

Pyrics Store
This is a tangle of storage racks, mostly empty. The Pyrics Lab is to the west.

On one rack you notice a jar of camphrost lumps.

A silver coin and a lead rod lie on another rack.

A stack of firebrick in back serves as a crude ritual bound, complete with gestalt shelf.

>PUT SALINE IN BOUND
You locate a beaker in the clutter, pour a measure of saline into it, and place it within the brick bound.

>SPEAK SIMPLE SEALING WORD
You take a breath, trace the bound in your mind, and intone the simple sealing word.

The arc begins to glow orange around the beaker of saline.

Wait a minute. Orange? That's the color of a fiery atmosphere. I double-check our inventory and the ginger impet is closed. We need there to be no contaminating influences at the start. It seems, however, that operating a ritual inside an active kiln adds a fiery atmosphere no matter what.

We'll have to go back to our first workbench for this one. Fortunately, that's only one command away. Motion commands will even do cleanup operations for us:

quote:

>GO TO SECONDARY ALCHEMY LAB
Before you leave, you carefully unseal the brick bound and let the energies disperse. You also tidy away the beaker and its contents.
You make your way to the Secondary Alchemy Lab.

Secondary Alchemy Lab
The lab is unsettlingly dim, but familiar—in fact, exactly as it was before: rough wooden walls, the broad stone surface of the workbench. The lab door is to the north; it's closed.

Some kind of fracture still blocks the east side of the room from you.

On a side table, you see a sheet of instructions and a pair of gleaming calipers. Next to the table, an iron panel stands open; you can see a crawlway below.

A brass pin rests within the workbench bound.

Hrm. That pin has got to go.

quote:

>GET PIN
Taken.

To work.

quote:

>PUT SALINE IN BOUND
You locate a beaker in the clutter, pour a measure of saline into it, and place it within the workbench bound.

>SPEAK SIMPLE SEALING WORD
You take a breath, trace the bound in your mind, and intone the simple sealing word.

The arc begins to glow palely around the beaker of saline.

>OPEN GINGER
You pop open the impet, and the ginger aroma rolls out, stinging your nose.

>SPEAK SYLLABLE OF COUNTERBALANCE
You speak the syllable of counterbalance. The contents of the beaker ripple, and a wisp of golden steam rises from it.

>CLOSE GINGER
You snap the ginger impet closed. Its aroma fades.

>OPEN PEPPERMINT
You pop open the impet, and the peppermint aroma rolls out, making your nose ache.

>X BOUND
The workbench is a broad slab of bluestone, chipped and scarred. A bound is incised in its surface.

A beaker of saline rests within the workbench bound, which is glowing palely.[/b]

>SPEAK ELEMENTARY WORD OF BINDING
You intone the elementary word of binding. The liquid in the beaker steams, gold and green vapor swirling wildly above the surface. The bound emits a bright pulse of light and then goes dark.

You pick up the beaker, peer at the liquid—looks stable, if rather cloudy—and transfer it carefully to a potion bottle. You set aside the empty beaker.

Simple enough. We've also learned two more things about ritual bounds: a "pale" glow means no atmosphere is present, and the color of the glow does not change once the seal is made, even if the atmosphere changes.

Now let's get that key. We could explicitly go to the Pyrics lab, but the game also remembers the last room we entered a command in:

quote:

>GO BACK
(return to the Pyrics Store)

Handy. That's not quite where we need to be, though.

quote:

>WEST

Pyrics Lab
Waves of heat fill this room, radiating from a massive brick kiln and the roaring gas burners that fire it.

The lab door to the south is open. A storage area lies to the east.

Within the kiln, half-obscured by rippling heat, you can see a thick key and a porcelain paten.

A table at the other end of the room supports a glass vapor crock. The crock is open and empty.

You also see a jar of cedar splints on the table. Next to this are six splints of assorted woods: swamp pith, green linden, blackwood, winter-oak, maple, and elemental wood.

Did we really need to brew this potion?

quote:

>GET KEY
You can barely come near the kiln's opening. Reaching inside is impossible.

Yes. Let's do that, and see what this porcelain paten is, too.

quote:

>DRINK FIRE RESISTANCE
You swallow the cloudy potion. The liquid leaves your mouth feeling slightly numb. Within moments, you feel a prickle in your skin; your hands go cold and stiff, like a long walk on a chilly autumn day.

>GET KEY
Taken.

>GET PATEN
You pick up the porcelain paten.

>X PATEN
This is a palm-sized porcelain disc, painted with feathers and the Chinese sign for breath.

>X KEY
This is a thick key of some cheap alloy. You recognize the shape—it's one of the keys used to unlock fire doors in the marcher, after an all-sections drill.

Mission accomplished! Let's go confirm it unlocks the fire door.

quote:

>SOUTH

Lab Hall Northeast
This is the northeast corner of the laboratory hallway, which runs south and west. The lab stairwell opens to the southwest, but a fracture prevents entry. The Tertiary Lab is to the east; its door is closed. The Pyrics Lab door to the north is open.

Your fingers begin to buzz with returning circulation.

>WEST

Lab Hall Northwest
The laboratory hallway runs east and south from this junction. Another corridor runs west, towards the rest of the marcher.

To the north, the door to the Main Store is open.

Someone has scrawled graffiti on the wall here. The black marks are curiously twisted; they hint at meaning, but you cannot read them.

>WEST

Lab Wing Hallway
This hallway runs east and west. However, the fire door to the west is locked, sealing you off from the rest of the Retort. A smaller door to the north leads to the Primary Alchemy Lab; it is open, but blocked by another fracture. An archway to the south leads to the Library.

Another standard glass chime lies in the middle of the hall. This one is a glass G-flat.

>UNLOCK FIRE DOOR WITH KEY
You unlock the heavy fire door.

Your fingers are tingling.

>WEST
(first opening the heavy fire door)

East Side Hallway
This broad hall runs from the Nave, to the west, through a fire door to the east and on towards the laboratory wing. A smaller hallway heads south towards the medical wing.

To the north, an enormous circular doorway leads to the Retort's main airlock. The inner airlock door is open.

Ever think that door might have been closed for a reason, kid? Are you sure you know what you're doing?

Working on it...


Your fingers are no longer tingling. The potion must have worn off.

The Nave leads us to the rest of the game, more or less, so we'll leave that alone. Let's check out this Airlock and Medical Wing, though, to finish our exploration of the East Wing.

quote:

>NORTH

Airlock
The airlock is a stumpy cylindrical chamber, ten feet long and ten feet across. It is used whenever the Retort is rigged into a non-Gaian land. The chamber walls are bare steel. At each end is a circular slab of a door. The inner door to the south is open; the outer door to the north is closed.

The pressurization lever on the wall is pushed down.

Let's... maybe not mess with this yet. This does, however, give us some notion of what it is a marcher does. The doors in a marcher seem to be able to be set up to go somewhere else. But it doesn't seem to actually travel, per se: instead it arranges itself so that it is "rigged into" other worlds.

We also here see the name for worlds that aren't terrifying hellholes deadly to all Earthly life: they are Gaian lands. The Empire's world naming nomenclature is consistently Greek.

That's about it for the airlock. Let's look into the Medical Wing, to the south.

quote:

Medical Wing Hallway
This short corridor leads to the medical wing, whose entrance is south.

Another alloy cabinet is fastened to the wall. It's supposed to be for dropping off samples, but something has (again) gone wrong. Some horrible gunk is leaking out at the seams; the whole cabinet is crusted with it.

As you approach the open door to the south, a disquieting sense of menace steals over you.

>X GUNK
The cabinet is filthy. Unnameable substances have leaked out at the seams and dribbled over the hinges.

Man, that must be pretty awful to squick out an alchemist. Let's check that door to the south.

quote:

>SOUTH
You take another step towards the door, but the sense of hungry menace intensifies. Another step, and your head starts to ache; chills crawl in your guts and nest there.

You have heard of this phenomenon, although you've never encountered it—certainly not on a marcher as well-run as the Retort. At least, not as well-run as the Retort used to be...

An aura cloud is an uncontained psychic outbreak, a sucking vortex of vital energies. It's not a ghost, or a demon, but a less scientific age would certainly have viewed it as such. Any living aura that falls into resonance with the cloud will be drained black in moments. You'll have to protect or disguise your psychic signature, somehow, to pass by.

You back away before you suffer any more serious harm.

Apparently the Medical Wing is haunted. A less scientific age would consider it a soul-sucking, malevolent spirit—fortunately, in these enlightened times we know that it is instead a inanimate but self-perpetuating soul-sucking phenomenon. Science, ladies and gentlemen. This knowledge improves our ability to act with wisdom and foresight.

That's all we can do in the East Wing beyond the fire door for now. Let's go check out the wire wheel and do the last two rituals.

quote:

The wire-splicer—affectionately known to the apprentice crew as the Rumpelstiltskin wheel—sports a pair of tiny holes beneath a fearsome array of reels and gears. You feed in two lengths of metal wire, and it folds them together—then folds them again and again, until the metals have blended into a uniform alloy. (Turning the wheel is a tedious chore, but it's easier than messing around with furnaces and crucibles.)

To use this we need wires, and to get wires we need metal rods. We used the platinum rod to make a catalytic environment for the universal solvent, but we've seen other rods around and about. We can use the command >THINGS to recall every portable item we've ever seen or created:

quote:

>THINGS

Since the accident, you have found (or created) these (portable) items:
two potion bottles (fire resistance and fungicide)
seven chymic flasks (saline, rubbing alcohol, mineral oil, muriatic acid, vinegar, lubanja, and sand)
three impets of essential oil (ginger, peppermint, and citronelle)
four metal rods (lead, platinum, nickel, and moon-metal)
four stone chips (granite, sandstone, flint, and obsidian)
seven wooden splints (elemental wood, cedar, maple, winter-oak, blackwood, green linden, and swamp pith)
two chimes (glass G-flat and glass H)
a brass pin
a steel bolt
a length of silver chain
a length of silk cord
a glass loop
a concave glass lens
a convex glass lens
a lump of rock salt
a fluorspar crystal
a long quartz prism
a broad quartz prism
a rough diamond
an iron bead
a length of platinum wire
a sprig of rosemary
a pinecone
a sprig of honeysuckle
a dried mushroom
a pinch of mustard seed
a pinch of zafranum
a white feather
a lump of camphrost
a rutilum Alchemy File seal
a brass coin
a silver coin
a rotor card
a pair of gleaming calipers
a thick key
a porcelain paten

Holy poo poo. :supaburn: This is just the stuff we've encountered in, effectively, the tutorial area. We've also encountered 4 kinds of metal, which means we have six possible alloys.

The platinum's already a wire, so we can extract that from the adjustable bound in the Materials Store:

quote:

>GET PLATINUM
You extract the length of platinum wire from the groove.

The Moon-Metal rod was here too. What the Hell is moon-metal, anyway?

quote:

>EXAMINE MOON-METAL
A small rod of silvery-white moon-metal. It feels a little heavier than ordinary silver.

I'd suggest "selenium" as the obvious lazy choice, but selenium is not a metal. Palladium fits the description but it's hardly the only element that does.

The nickel rod was with the platinum one in the Mechanica Lab, and the lead rod was in the Pyrics Store. These are all easily turned into wire, and there's a lovely extra detail when we try to draw nickel into wire:

quote:

You begin hauling on the crank, and the nickel rod is slowly drawn into the device. It's terrible work—nickel isn't a soft metal—but you throw your weight on it, and soon wire begins spooling out onto the counter.

After several minutes of sweat, sore hands, and metallic creaking noises, the rod is entirely consumed. The nickel wire falls free, into a loose coil.

Okay. Time to make some alloys.

quote:

>PUT PLATINUM IN SPLICER
You feed the platinum wire's end into one of the holes.

>PUT NICKEL IN SPLICER
You feed the nickel wire's end into one of the holes.

>TURN WHEEL
You begin turning the wheel, and the nickel and platinum wires are pulled into the splicer. Back and forth they are folded, in thinner and thinner layers, as you turn the wheel.

Unfortunately, the metals don't seem to be alloyable. Instead of fusing, the layers split apart, splaying into fine flakes of metal that sift down from the splicer's gears. When you finish turning the wheel, both lengths of wire have been entirely ground away.

... well, that didn't end well. We could >RESTART, but since we're going to be destructively altering the wire in a systematic way, it's much more convenient to use out-of-game resetting actions:

quote:

>UNDO
Mechanica Lab
[Previous turn undone.]

>UNDO
Mechanica Lab
[Previous turn undone.]

>PUT MOON-METAL IN SPLICER
You feed the moon-metal wire's end into one of the holes.

>TURN WHEEL
You begin turning the wheel, and the moon-metal and platinum wires are pulled into the splicer. Back and forth they are folded, in thinner and thinner layers, as you turn the wheel.

After several minutes, the metals are fused into a single rod of electrum regium. The rod rolls tidily out onto the counter.

>EXAMINE ELECTRUM REGIUM
It's a small rod of royal electrum, a heavy metal with a pale silvery gleam.

Hm. Maybe moon-metal is iridium, if it alloys with platinum into a "royal" metal. But iridium isn't a little heavier than silver; assuming rods of uniform size it would be twice as heavy as lead.

All other combinations—including combinations using electrum regium wire—fail the same way platinum and nickel did. There is, however, one other fun thing we can do with the splicer, which is to only feed it one wire instead of two:

quote:

>TURN WHEEL
You begin turning the wheel, and the length of electrum regium wire is pulled into the splicer. Since it's just one length of wire, the metal is not compounded; it's simply refolded into its original rod-shape. The electrum regium rod rolls tidily out onto the counter.

There's one last thing to do here, though. Remember the locked cabinet in the Materials Store? Neither did I. The >DOORS command is here to remind me of it:

quote:

>DOORS
You have yet to deal with the following locked doors and barriers:
the Secondary Alchemy Lab door
the Chymic Lab door
the Opticks closet door
the Tertiary Lab door
the Airlock outer door
the Medical Wing door
the Materials Store cabinet
the Storage Nook cabinet
the Medical Wing Hallway cabinet
the Main Store safe
seven fractures

>WEST

Materials Store
You are in a small storage area. The Mechanica Lab is back to the east.

To one side stands a heavy table, upon which is another ritual bound. This one is adjustable; it is currently empty.

There's another cabinet here. This one is clean, but locked.

An untidy storage bin contains three stone chips (obsidian, granite, and sandstone), a broad quartz prism, a long quartz prism, and a fluorspar crystal.

Someone has dropped a standard glass chime, the sort used in musical rituals. It's marked as being in the key of H.

>EXAMINE CABINET
The cabinet is a squarish compartment of some anonymous alloy. It is locked with an Alchemy File lock, to keep out nosy low-rankers like yourself. A seal of that File would open it.[/b]

Hang on, we have one of those.

quote:

>UNLOCK CABINET WITH ALCHEMY FILE SEAL
You touch the rutilum Alchemy File seal to the cabinet, and the lock snaps complaisantly open.

>OPEN CABINET
You open the cabinet, revealing a phlogisticated gold rod.

>EXAMINE PHLOGISTICATED GOLD ROD
You inspect it with some awe. Gold is lovely, of course, but phlogisticated gold is a rare alchemical resource. This rod is half the length of your finger, with a lustrous yellow gleam brighter and sharper than any natural metal.

We've been talking about phlogiston as if it is simply the absence of oxygen, much like how we talk about electrical currents as if it were the positive charges flowing. That only works to a point. Once you start phlogisticating beyond the level of "no oxidation," you are apparently back in Wacky Alchemical Magic land. This metal is now so metal that it's more metal than metal. :rock:

If we try to draw it into wire, though...

quote:

You notice sparks flying from between the rollers, however, and the wire emerges without the luster you expect. Apparently you're pressing the phlogiston right out of the metal. That's a disappointment.

It is, but we do at least get some gold wire for our troubles. That will alloy with nickel to produce "ring-gold."

quote:

>EXAMINE RING-GOLD
A small rod of ring-gold, a hard whitish alloy of gold and nickel.

We can't undo the creation of electrum regium—at least, not without the AI also forgetting how we made it—so we'll need to do a >RESTART to test those cases. Fortunately, we need to >RESTART anyway to get our pinecone back so we can execute the redoubled tarnish cleansing ritual. Lets go clean the everliving poo poo out of those calipers.

quote:

>RESTART
[Type "RESET" to re-enter the void, keeping your memories. Type "RESTART COMPLETELY" to really start the game over from the very beginning.]

Er, right. We'll need to do a >RESET.

quote:

>RESET
You make your way back to the Void.

Void
You drift outside the world again.


*** You awaken again ***


(You hurry through the saturation ritual, un-rust the hatch, and open it.)

Secondary Alchemy Lab
The lab is unsettlingly dim, but familiar enough: rough wooden walls, the broad stone surface of the workbench. The lab door is to the north; it's closed.

Some kind of fracture blocks the east side of the room from you.

On a side table, you see a sheet of instructions, two impets of essential oil (peppermint and ginger), a pair of tarnished calipers, and a brass pin. Next to the table, an iron panel stands open; you can see a crawlway below.

You can also see a sprig of rosemary here.

That was polite of the game. As we advance through the game, the earliest parts of the gameplay cycle will be done as part of the reset. When we unlocked the fire door, unrusting the first door becomes automatic. We collect the items we need, and...

quote:

>PUT PIN IN BOUND
You put the brass pin into the workbench bound.

>OPEN GINGER
You pop open the impet, and the ginger aroma rolls out, stinging your nose.

>SPEAK SIMPLE SEALING WORD
You take a breath, trace the bound in your mind, and intone the simple sealing word.

The arc begins to glow orange around the brass pin.

>SPEAK WORD OF ESSENTIAL NATURE
You intone the word of essential nature. The metallic nature of the brass pin rises to the surface.

>CRUSH PINECONE
The old pinecone crumbles into dusty flakes, which sift from your fingers. A blade-sharp, resinous aroma bursts into the air. The fiery reek of ginger goes clean and harsh with it.

>INTONE THE LESSER PHLOGISTICAL SATURATION
You begin the Lesser Phlogistical Saturation. It's harder this time—more intense—but you hold clearly to the formula.

The energy pulses and converges. The orange light goes blinding-bright, drawing together the blended aromas and the words that you speak.

When the light fades, a symbol shines on the surface of the brass pin.

>GET PIN
You pick up the brass pin, careful of its inscribed redoubled saturation symbol.

>PUT IT ON CALIPERS
You carefully lay the redoubled saturation symbol against the calipers. With a loud crackle, the symbol discharges. Sparks dance over the calipers; the tarnished brass flakes and vibrates. Within moments, the calipers are gleaming brightly. The alchemical energies fade, leaving a perfectly polished instrument.

Take that, Sarge, you think, with some smugness.

One down, one to go. We'll want to go to the Opticks Lab to create our resonant oculus, so let's do that.

quote:

>GO TO OPTICKS ANNEX
The pinecone is gone; you used it in a ritual in the Secondary Alchemy Lab. You don't know where to get another one.
(While trying to create the doubled rust cleanser, to open the Mechanica Lab hatch, to reach the Opticks Annex.)

(You are now in the Mech Lab Crawlspace.)

The AI politely informs us that we are idiots. We'll have to >RESET again. After that, let's see how long a chain of operations we can force at once:

quote:

>GO TO AIRLOCK
You make your way to the Herbarium Nook.
You take the pinecone from the herb shelf.
You make your way to the Secondary Alchemy Lab.
You take the impet of ginger oil from the side table.
You conjure a redoubled saturation symbol onto the steel bolt.
You make your way to the Mech Lab Crawlspace.
You lay the steel bolt on the hatch.
You recall the combination, and unlock the hatch.
You make your way to the Chymic Lab.
You take the flask of saline from the rack.
You make your way to the Herbarium Nook.
You take the dried mushroom from the herb shelf.
You take a pinch of mustard seed.
You make your way to the Chymic Lab.
You brew a bottle of fungicide.
You make your way to the Mechanica Lab.
You apply the fungicide to the Mech Lab door.
You make your way to the Pyrics Lab.
You make your way to the Chymic Lab.
You take the flask of saline.
You make your way to the Secondary Alchemy Lab.
You take the impet of ginger oil.
You take the impet of peppermint oil from the side table.
You brew a bottle of fire-resistance potion.
You drink the potion of fire resistance.
You make your way to the Pyrics Lab.
You reach into the kiln and take the thick key.
You make your way to the Lab Wing Hallway.
You make your way to the Airlock.
The fire-resistance potion has worn off.

Airlock
The airlock is a stumpy cylindrical chamber, ten feet long and ten feet across. It is used whenever the Retort is rigged into a non-Gaian land. The chamber walls are bare steel. At each end is a circular slab of a door. The inner door to the south is open; the outer door to the north is closed.

The pressurization lever on the wall is pushed down.

Not bad. Not optimal—we travel to the Pyrics Lab before remembering that we need to brew a fire resistance potion—but the job is done. As long as I'm doing a bunch of resets, I test alloying gold wire with platinum and moon-metal. Both work, producing "whitgold" and "moongold" respectively. Each is described simply as "a white alloy of gold and platinum/moon-metal." Also, the goal-seeking applies to more than ritual products: >CREATE GOLD WIRE went and picked up the Alchemy File Seal, unlocked the cabinet, and operated the wire-drawer for me.

Oh, and, as long as we're experimenting:

quote:

>EAT MUSHROOM
There's no reason for an arbitrary mushroom in the alchemical stores to be poisonous, but you're just nervous enough to skip trying.

That about wraps it up for the Mechanica Lab. Our remaining ritual is the creation of a resonant oculus. We'll need a glass loop (there's one in the Mechanica Lab), a bound with a gestalt shelf with no contaminating influences (there's one in the Opticks Annex), and a lunar influence to put on the gestalt shelf (the rotor card from the Library had a "moonlit night" option).

quote:

Opticks Annex
This is a quiet corner south of the Opticks laboratory. You've spent many hours here with the other scrubs, snatching extra practice time in your spare hours.

A round standing table in back is set up for ritual use. A gestalt shelf is fastened above it.

A neglected storage bin contains a scribbled sheet, a chip of flint, a concave glass lens, and a convex glass lens.

A white feather has fallen to the floor near the table.

>PUT ROTOR ON SHELF
You put the rotor card on the gestalt shelf.

>PUT LOOP IN BOUND
You put the glass loop into the tabletop bound.

>SPEAK SIMPLE SEALING WORD
You take a breath, trace the bound in your mind, and intone the simple sealing word.

The arc begins to glow silver around the glass loop.

>VOCALIZE RESONANT TONE
You hum the resonant tone. The glass loop vibrates sharply in response.

>SPEAK SYLLABLE OF COUNTERBALANCE
You speak the syllable of counterbalance. Aitheric forces eddy around the room, and then swirl in around the silver bound. The glass loop hums, responding to the vibration you imparted. The aitheric vortex tightens, until—with a silver flash—it is absorbed into the loop.

The glass has acquired the subtle pearly sheen of a working oculus.

>EXAMINE OCULUS
The oculus is a circular thread of glass, about an inch across, with a pearly sheen.

[Try "LOOK AT SOMETHING THROUGH OCULUS"]

Okay. How about the silver and brass coins I coincidentally picked up from the Pyrics Store and Chymic Lab while gathering materials?

quote:

>LOOK AT SILVER COIN THROUGH OCULUS
When viewed through the oculus, the silver coin displays a lunar nature.

Odd. You notice a spark in the oculus, as if it were reflecting some light not present.

>LOOK AT BRASS THROUGH OCULUS
When viewed through the oculus, the brass coin displays a solar nature.

Odd. You notice a spark in the oculus, as if it were reflecting some light not present.

That's an insistent little addendum. Let's follow through.

quote:

>LOOK AT SPARK
You can't see any such spark.

>LOOK AT SPARK THROUGH OCULUS
Wait. There's something else.

It wasn't visible to the naked eye, but the oculus reveals a cyan spark floating in the air.

>LOOK AT CYAN SPARK THROUGH OCULUS
You focus on the cyan spark through the oculus. It's just a point of light, but...

A memory obtrudes. It's an alchemical lesson, but not one you ever attended; perhaps not in any classroom or laboratory you've ever seen. The details are unclear—and yet the lesson is vivid in your mind. The text being read describes an alchemical tool. "TO CREATE LAVELLE'S LODESTONE (to locate elementally pure substances): Prepare a lunar environment, but with a contaminating aroma. (This may require additional lunar symbology to outweigh the contamination.) Place a silver thread within the bound, and apply a simple sealing. Speak a word of essential nature; remove the aroma from the atmosphere; invoke a Minor Animus. When held and swung, this invaluable lodestone will direct itself towards a nearby source of pure elemental substance."

You consider these memories, including the Minor Animus.

Welcome to the single most obnoxious mechanic in Hadean Lands. If you don't twig to the fact that the "spark" is something you need to check out explicitly, you will end up missing a large number of facts you need to proceed. The sparks layer an entire new map of clues onto the normal map, and we will need to >LOOK THROUGH OCULUS in every room to check it for sparks. This is extra aggravating because the more familiar you are with text games, the less likely you are to think looking at nothing in particular is helpful, and the more likely you will brickwall on this. :bang: But it turns out that there's a lot of game left to go before we notice this actually cramping our style.

In the interests of simulating this effect, and also to space out the firehose of options the game is going to be giving us, I intend to delay the harvest of sparks as long as possible.

That's no reason to not try this one out, though. There was a silver chain in the materials store and that should serve us well as a "silver thread". We've already got a lunar environment, and we can use the ginger impet to contaminate the environment.

quote:

>OPEN GINGER
You pop open the impet, and the ginger aroma rolls out, stinging your nose.

>PUT CHAIN IN BOUND
You put the length of silver chain into the tabletop bound.

>SPEAK SIMPLE SEALING WORD
You take a breath, trace the bound in your mind, and intone the simple sealing word.

The arc begins to glow palely around the length of silver chain.

Hm. That won't work. "Pale" means "No environment." We want a silver glow, like we had with the oculus itself. We're stymied in this attempt, but we have a terrifying number of resources available to us even with no further exploration. We should be able to make this work.

Next Time: The Retort is now, mostly, open to us. We will be able to spend some time absorbing new locations and facts and making note of new barriers. That's basically what the last update was, while this update was dedicated to systematically exercising the knowledge we had collected. So, there are two things to give simple votes on:
  • Breadth vs. Depth: Should we continue to separate exploration and experimentation, or should we do basic experimentation and overcome barriers as we encounter them if they have obvious applications?
  • Up vs. Down: It turns out the West Wing is more vertical than the East Wing. As we saw with the Herbarium, this might not mean much in the end, but if we treat the Airlock as Altitude Zero was can use it to direct our exploration.
Then there's a more open question: What can we try to make the Lodestone Creation ritual work?

ManxomeBromide fucked around with this message at 04:35 on Jul 16, 2018

malkav11
Aug 7, 2009
And now we've finally seen both how complicated this game can get (but not the most extreme examples by any means) and how incredibly the game bends over backwards to provide every conceivable resource to help you with that complexity. It's amazing.

The Lone Badger
Sep 24, 2007

Put the silver coin on the shelf as well.

Telum
Apr 17, 2013

I am protector of the innocent! I am the light in the darkness! I am truth! Ally to good! Nightmare to you!

Or if that's not enough moon, perhaps we could look at the moon metal through the oculus too see if it also has a lunar nature?

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TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe

Zack Ater posted:

Or if that's not enough moon, perhaps we could look at the moon metal through the oculus too see if it also has a lunar nature?

That would be my vote. Using a moon metal wire loop in the ritual, or just having the moon metal on the gestalt shelf, seems likely to give us a stronger lunar ambiance.

A bit of a long shot, but it might also be worth investigating how convex/concave lenses interact with rituals. Can we focus environmental effects to concentrate them?

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