|
The most messed up thing about this game is that Forsyth can apparently memorize anything in seconds and appears to have an eidetic memory, yet is still somehow only a schlub on the alchemist ladder. Of course, all this resetting is probably giving them lots of time to get in training. EDIT: Incidentally, can Forsyth EXAMINE him/herself, either normally or via the oculus (and does the oculus show anything different when under the effects of the fire resistance potion)? How about RECALLing themselves, since they can do so for the rest of the crew? Nakar fucked around with this message at 04:07 on Jun 10, 2018 |
# ? Jun 10, 2018 04:04 |
|
|
# ? May 4, 2024 22:12 |
|
Nakar posted:The most messed up thing about this game is that Forsyth can apparently memorize anything in seconds and appears to have an eidetic memory, yet is still somehow only a schlub on the alchemist ladder. Of course, all this resetting is probably giving them lots of time to get in training. These are all very good questions, and they should start to get sharper over the next update or two, as we start poking around in places where ensigns aren't permitted. Well, except for one aspect: I hadn't tried >RECALL SELF previously, but it just gives me the somewhat baffling reply "That's not how memory works." That looks suspiciously like a custom-written generic parser error, and that makes me wonder if I'm triggering a reply that's intended for a different class of game objects. EDIT: Fat Samurai noted early on that our initial progress was very slow indeed: Fat Samurai posted:
I mean, maybe the word of entension is way easier than the Lesser Phlogistical Saturation, but there's at least one serious discrepancy here between past and present performance. ManxomeBromide fucked around with this message at 04:31 on Jun 10, 2018 |
# ? Jun 10, 2018 04:25 |
|
ManxomeBromide posted: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. ManxomeBromide posted: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: Of course, the thing with the pinecone probably explains why they implemented a partially bottom-up solver; with a purely top-down solver, if you asked it to accomplish an impossible goal, nothing would happen, whereas this approach means that it will do what it can up until it hits a point where it actually requires whatever it is that you don't have and can't get. In the context of a game, this 'do what you can before failing' approach is more useful. TooMuchAbstraction posted: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.
|
# ? Jun 10, 2018 04:27 |
|
Could I ask you to look at the rotor card through the oculus in each of it's states? That'd get us some basic information.
|
# ? Jun 10, 2018 06:37 |
|
Ratoslov posted:Could I ask you to look at the rotor card through the oculus in each of it's states? That'd get us some basic information. Absolutely. Also, everyone: please vote on the two questions at the end of the update on the last page..
|
# ? Jun 10, 2018 08:23 |
|
Depth and Down.
|
# ? Jun 10, 2018 08:32 |
|
Depth and Up
|
# ? Jun 10, 2018 09:33 |
|
Depth and down. I do imagine The Lone Badger is right about the coin being the lunar nature we need; I was just trying to come up with a backup plan if that doesn't work. It's a bit belated for my reaction to the LP, but I'll throw it on the pile anyway: this game seems very cool and interesting! I'm a bit torn between following the LP or stopping to go buy it and play it myself. Problem is I'm generally pretty bad at IF But Plotkin has provided tons of entertainment over the years, so maybe I should buy it even if just to throw a few bucks his way. Every few years I remember IF is a thing, eventually remember who that one guy is who makes IF I like, I find his website, manage to complete some of the easier games on it, fail miserably with the harder games, and finish it off by reading through Praser 12 again and finding someone else to inflict it on. I love that puzzle. Anyway. Thanks, ManxomeBromide, for LPing this. Hopefully I can learn something from it.
|
# ? Jun 10, 2018 13:19 |
|
ManxomeBromide posted:I mean, maybe the word of entension is way easier than the Lesser Phlogistical Saturation, but there's at least one serious discrepancy here between past and present performance. This might just be because the Ensign is now a protagonist and has has undergone Offscreen Protagonist Competency Infusion, but when stuff like this comes up in interactive fiction I always start spamming the X SELF commands just in case there are perception games afoot. I'm going to vote for Depth and down. I want to know more about this ship; the airlock description seems to imply it exists outside normal space and travels by attuning itself to various destinations. I wonder if being "outside" (or perhaps just sitting in hard vacuum when not rigged to a location) is needed to keep the ritual spaces "sterile" and free from outside influence? I imagine the surface of e.g. the moon would have a rather strong lunar influence.
|
# ? Jun 10, 2018 13:56 |
|
I don't think the people 'frozen in time' have anything wrong with them at all. I think something's wrong with us.
|
# ? Jun 10, 2018 14:36 |
|
ManxomeBromide posted:EDIT: Fat Samurai noted early on that our initial progress was very slow indeed:
|
# ? Jun 10, 2018 15:29 |
|
There's probably also a certain amount of "we're going to teach you very slowly because we're trying to instill discipline in you" going on here. Presumably you can learn pretty quickly if you don't mind risking everything going horribly wrong.
|
# ? Jun 10, 2018 16:06 |
|
TooMuchAbstraction posted:There's probably also a certain amount of "we're going to teach you very slowly because we're trying to instill discipline in you" going on here. Presumably you can learn pretty quickly if you don't mind risking everything going horribly wrong. macdjord fucked around with this message at 17:08 on Jun 10, 2018 |
# ? Jun 10, 2018 17:04 |
|
Part 6: A Fish Out of the Sea Last time we failed to create a Lodestone of Purity, because our contaminating fiery odors interfered with the lunar environment we had set within the gestalt. Several readers came up with the solution to this: we need to add additional lunar elements to the ritual space. The easiest way to do this would be with the silver coin, but it is also possible to use the rod of moon-metal for this purpose. And that, in turn, raised a question: if you can just put a chunk of moon-metal on a gestalt shelf, why bother with adjustable bounds? That raises a question we can test right now, though. Why bother with the ginger? We've got a Pyrics lab next door. Can we put, say, a burning piece of wood on the gestalt shelf and then remove the contamination by taking it off, or letting it burn down? Our new resonant oculus suggests an optimization even to that: quote:>LOOK THROUGH OCULUS AT CEDAR Wood is intrinsically fiery. That makes setting up the ritual quite easy, because we can just put the rotor, the coin or moon-metal, and the cedar on the shelf. quote:>PUT MOON-METAL ON SHELF ... but it doesn't work. Let's try it again with the ginger. quote:>SPEAK UNSEALING This, I think, gives us our answer. Different rituals have different requirements for what will count as an appropriate influence. This ritual requires a lunar environment but isn't picky about how it gets it. The contamination, however, it is finicky about and it only works if it's an aroma. We haven't discovered any rituals that require a specific kind of bound, but the adjustable bound presumably would permit those to be executed more efficiently. They're probably pretty rare, though, since the only bound we've found that requires this is off of the Mechanica lab. This sort of suggests that the wire is created and immediately used each time, and there isn't a stock set of bounds to choose between. Overall the gestalt shelf will be our first resort if we can at all help it. Also, we now have a Lodestone of Purity. We should try it out. Next door there's a horrific pile of wrecked glassware that was once some kind of elemental earth-based calibration mechanism. Can this lodestone find it for us? quote:>EXAMINE DISASTER Very nice! This thing is precious—according to the note we found here, this is the only shard of elemental earth on the entire Retort—and we don't know what we're going to run into. Let's leave it in the Opticks Annex for now. While we're there, I take some time to point the oculus at various items we have handy.
Time to start exploring the rest of the ship. Last time we made it to the Airlock and the Medical Wing before turning back. Now, let us press on, into the heart of the marcher: quote:>WEST I'm sure it is popular on those long journeys through the Higher Spheres. Will those weird black marks respond to science? quote:>LOOK THROUGH OCULUS AT MARKS That's interesting. If they were just soot or something they wouldn't have symbolic resonance. These marks have purpose, but their purpose is as unguessable as the shapes themselves. But they're definitely not just marks. They're a script, and a script referring to things beyond our ken. What else is here? quote:>EXAMINE BOUND Anyone feeling like taking bets on whether we'll ever be venturing here? I thought not. The vote last time ended up with us going down first, so I'll start heading towards the staircase. We'll look around as we go. quote:>WEST This place is pretty! It's also chock full of symbolism. quote:>LOOK THROUGH OCULUS AT FLOWERS quote:>LOOK THROUGH OCULUS AT MAZE Perhaps. But the Lower Reaches await us. Let's continue. quote:>SOUTH Another crewman. This seems like as good a time as any for some self-reflection. There's been a certain amount of speculation in the thread about the nature of this "Ensign Forsyth." We're some lowly swabbie, but we've been cruising around, mastering alchemical rituals in moments, committing results to a flawless memory, and just generally being so sharp that we'd put your average fantasy wizard to shame. This, despite the fact that it took us months of diligent practice to learn the five formulae we started the game with. More damningly, we remember spending months idly studying the Hermetic Sealing as a distraction from boring lectures, but we could not recall or use it until we studied it after the crash. Experimental control: quote:>EXAMINE POWES THROUGH OCULUS Independent variable: quote:>EXAMINE ME THROUGH OCULUS What are we, now? Has something made us more than human? quote:>EXAMINE ME This message hasn't changed since the start of the game. But it's just gotten a tinge that wasn't there a dozen commands ago. Our existential crisis has been happening in front of "the Birdhouse." What do alchemists need with birds? quote:>EXAMINE BIRDHOUSE Apparently by "bird" we mean "dragon." We're awfully casual about that, though perhaps this is also why we were reluctant to leave the relative sanity of the East Wing. Before we go down the stairs, let's check out that other hallway. quote:>EAST The thread voted to go through any barriers we encountered with obvious solutions. Fire we can deal with. Let's brew a potion of fire resistance. In fact, let's brew two potions, so that if we spend too much time on the other end of the hall we can get back. quote:>BREW FIRE RESISTANCE You know, normally it's great that you help out like this, but that's a little too helpful. Let's stash it somewhere and try again. quote:>DOWN Okay, we'll do it by hand. quote:>PUT SALINE IN BOUND The what quote:>RECALL BLINOVNA LIMITATION We might as well call this the Infocom Memorial Object Limitation Theorem. Most games in the Zork tradition don't really let you actually create or destroy objects in the game world—instead, unique items are move into and out of the gameworld and kept in some kind of "off-stage" area when they don't exist. (For those of you used to modern object-oriented programming systems, objects in an IF game world tend to be completely unique, so each 'class' has exactly one instance, and it's created at program start and never destroyed.) So, no multiple fire resistance potions. We'll just have to act fast, or, failing that, hope there's an entrance to the Void on the other side. Back to the burning hall, and... quote:>DRINK FIRE RESISTANCE quote:Burning Hall East Oh hey. This looks like just what we'd need to get past the Birdhouse security. Unfortunately for us, the only part of this ritual we know how to get is burning wood. That's all we can do here. Let's go back to the Grand Staircase and head down. quote:You head down the grand staircase. The air grows cooler and quieter as you descend into the depths. Note the shift in tone here. Normally, when the marcher has been discussed, we've been talking about it like it's a ship. But both Riesenzweig's Inscription and this discussion of this room are treating it like it's some kind of house. quote:>SOUTH Perhaps that's because in the East Wing, when you went down, you wrapped around. But here, when you go down, you plunge into tunnels carved from the living rock. Marchers. There's another one of those sparks. It's being insistent; let's check it out. quote:>EXAMINE SPARK THROUGH OCULUS That gets filed in our journal as a fact: "The Periodic Table of Stone." Furthermore, now when I use the >PLACES command it will list every room that we have not checked for sparks. Right now that's basically everywhere; I'll do a sweep later. This room is a maze, though not much of one. Trying to go in basically any direction gives up this: quote:You prowl through the twisting passages, but they all seem to lead back to where you started. With one obvious exception. quote:>WEST The dragon Baros! Perhaps that's the dragon that lives in the Birdhouse. Apparently he provides our gravity. On the other hand, it's also a reasonable possibility that the dragon Baros lives in the Barosy. Baros is not doing well, though, it seems, because gravity is on the fritz. That sounds like an excellent time to go wandering over a narrow bridge over a terrifying chasm in the middle of a starship. quote:>WEST Okay, maybe not. quote:>EXAMINE PINE DOOR Hm. We have an Alchemy File seal, so we'll need to find a Venture File seal to get in here. Lt. Powes was identified as part of the "Aithery File." With that, I think I have some idea of what the Retort was doing. I think this is an exploration vessel. Alchemy File does basic research and produces the reagents needed to operate the Marcher. Aithery actually does the operation; they take the marcher through the Aether. And the Venture File is the away teams; they go on the adventures once the Retort has rigged into strange lands. I don't really have any evidence for this beyond the fact that we seem to be running extensive classrooms inside of the marcher and that there has been no sign so far of any kind of military or even commercial purpose aboard. And with this flagrant disregard for regulations, I think it's time to wrap up this update. Next Time: From the Chasm to the High Tower, and perhaps this time we'll find the keys to some of these new locks.
|
# ? Jun 12, 2018 07:07 |
|
I'm enjoying the writing so far. Will we regret burning our cedar? I mean, giving the way the engine remembers the solutions of puzzles it seems that resetting is mostly painless, but giving up inventory objects for no gain goes against 20+ years of adventure game lessons.
|
# ? Jun 12, 2018 11:47 |
|
I'm thinking that our friend Forsyth is some kind of homunculus or alchemical golem, probably with a human mind inserted into it. His more ordered structure than the real humans suggests that his body may be man-made.
|
# ? Jun 12, 2018 12:04 |
|
Epicmissingno posted:I'm thinking that our friend Forsyth is some kind of homunculus or alchemical golem, probably with a human mind inserted into it. His more ordered structure than the real humans suggests that his body may be man-made. Counterpoint being that apparently the marcher has freaking dragons aboard, probably more than one. Maybe an Earth/Fire/Water/Air dragon? Baros being kept in the Barosy seems logical, and that's in somewhat of a low position on the marcher, and it regulates gravity; sounds like an Earth dragon to me. Whatever's in the Birdhouse sounds like an Air dragon, maybe. If that holds, there'd be two others (or possibly three, if it's a five elements situation?). Are dragons natural beings bound to service of the marcher (like an elemental spirit or something), or were they man-made? Until we've actually seen what these dragons are, it might be harder to speculate on how advanced human alchemical science really is. But if something like that is possible, I'm willing to bet it ain't something the scrubs would be privy to.
|
# ? Jun 12, 2018 12:58 |
|
You're the Emergency Alchemical Swabbie. Something goes horribly wrong, you pop up and say "Please state the nature of the alchemical emergency," and you end up fixing the whole Marcher just so you can successfully report that you've polished the calipers.
|
# ? Jun 12, 2018 15:00 |
|
You're the ship AI, hitching a ride in poor, recently-dead Ensign Forsyth's brain. Too bad the transfer ritual didn't let you remember that. (I do like how any self-examination that starts with "Not" means you could be literally anything else)
|
# ? Jun 12, 2018 15:40 |
|
I'm willing to bet that while the Dragons really are big old elemental things, they aren't giant lizards what breathe elementally-themed damage and covet shiny objects. If you can get away with a picture of a sky instead of a sky, then you can do the same with a dragon.
|
# ? Jun 12, 2018 16:01 |
|
Ratoslov posted:I'm willing to bet that while the Dragons really are big old elemental things, they aren't giant lizards what breathe elementally-themed damage and covet shiny objects. If you can get away with a picture of a sky instead of a sky, then you can do the same with a dragon. Yeah. Golems is a good guess or maybe just really elaborate origami sculptures with symbols painted on them or something. We had all those paper trees and stuff in the garden.
|
# ? Jun 12, 2018 16:48 |
|
I'd like to go back and > TAKE A CLOSER LOOK AT THE CHANCEL DOOR and maybe get a better idea of what is needed to open it. Also, while we're there, we should > FIND OUT WHAT HAPPENS IF YOU LET THE FIRE RESISTANCE POTION RUN OUT IN THE MIDDLE OF AN INFERNO I'd also propose a new rule: > EVERYTHING THAT WE EXAMINE SHOULD BE LOOKED AT THROUGH THE OCULUS, TOO ManxomeBromide posted:The what
|
# ? Jun 12, 2018 19:12 |
|
macdjord posted:I'd also propose a new rule: quote:It seems like there ought to be more graceful ways of doing this. For instance, add two (identical as far as the player is concerned) copies of each ritual product; if the player tries to make a 3rd, the good ensign 'finds his mind wandering due to the monotony of making something he already has plenty of', and the ritual fails, followed by the ensign wondering why he doesn't use one of the existing ones located at [PLACE] and [PLACE]. Puzzles get substantially simpler, both to make and to solve, when you don't have to worry about the player making/using up two copies of things, especially if there are limited-use consumables used to make those things. I appreciate constraining the search space even if it's done a bit awkwardly.
|
# ? Jun 12, 2018 20:18 |
|
Dragons in alchemy were weird half-formed mystical concepts that remind the reader just how many hallucinogens those people were playing with, but they all had something to do with spectacular chemical reactions. Particularly ones that had "miraculous" effects (like precipitating a pure substance back out of a solution after a chemical reaction using it, i.e. "renewing" or "resurrecting" the substance). So I suspect the translation is reactor, probably chemical rather than nuclear, and they are the Marcher's powerplants. I wonder if the idea of the paper garden is to provide symbolic living things for use in rituals? "Grow" the symbol of a particular plant and use that, rather than mess around with alchemical hydroponics? PS: I had a look at the 15th century artwork depicting Alchemical Conjuction and...yes, that'd hold the attention of a bunch of adolescent midshipmen. Oh yes. I'm sure the nakedness of the allegorical participants and the enormity of their bodily attributes is entirely called-for by the well-studied processes of alchemical symbolism. It's science, you know!
|
# ? Jun 12, 2018 22:04 |
|
Fat Samurai posted:I'm enjoying the writing so far. Will we regret burning our cedar? There is no way to complete the game without resetting a bunch, even if you did every puzzle right the first time. Accidentally wasting a reagent might necessitate an extra reset but it's no big deal.
|
# ? Jun 13, 2018 01:58 |
|
We probably will need that cedar back though, just to burn it again. Possibly repeatedly.
|
# ? Jun 13, 2018 02:41 |
|
One of the reasons I chose the cedar to burn is that it's one of the ones that is available in basically infinite quantities without resetting; there's a jar of cedar splints, but the other ones are unique. We haven't needed to use the jar of camphrost for anything yet, but it works the same way. These are both also subject to the Blinovna Limitation Effect, but not by name; they're just behaving like ordinary "collective" objects in an Infocom-style game. The underlying game engine he's using here does support multiple identical objects; it resolves ambiguities essentially randomly. Due to mostly historical reasons, there is usually still a cap on how many of any individual replicable item there can be. I mentioned in the OP that I'd be doing a single tech post partway through explaining the various IF technologies that were used to make and run Hadean Lands and their predecessors. A lot of these clichés within the game ultimately come about because of how the old 80s platforms ended up using their (very scarce) memory. We don't have to, anymore; none of the major parser systems actually require you do this. But that old engine limitation has ended up literarily useful to simulate. ManxomeBromide fucked around with this message at 05:25 on Jun 13, 2018 |
# ? Jun 13, 2018 04:49 |
|
Part 7: The High Tower Last time we went to the depths of the marcher, and determined gravity was misbehaving. We have concluded that this is because the dragon Baros is not behaving properly. (That's the same "Baros" as in barometer, by the way; it's the ancient Greek for "weight.") On the way back we pass back through the Paper Garden. There are two obvious exits here we didn't check. Let's start with the observatory door on the west. quote:>WEST Come on, kid, focus. At least you've still got the Nave. The lock here (like the obsidian door at the end of the burning corridor) is simply described as "locked". This isn't a case where someone put a weird makeshift padlock or sorcerous defense on it—the handle just doesn't turn. The Barosy was locked with a big fancy brass padlock, but it's just an ordinary, if formidable, lock. quote:>LOOK AT IT THROUGH OCULUS Can we please stop trying to see if the resonant oculus will remove their veils and return to the issue at hand? Go check that paper maze. quote:>EAST That wasn't entirely pointless after all. We have another named dragon—Pneuma. Pneuma apparently does not lair in the Birdhouse, and that's some decent evidence that the dragon Baros lairs in the Barosy. If so, though, we may have a problem. We could see into the Barosy from the marcher's basement, and it was described as "empty, like an abandoned graveyard." Could the marcher's crash be related to its dragons going missing? More mysteries to ponder. Also, it occurs to me that I forgot to mention one of the meta-commands back in update 5, because it's semi-standard. We can get a listing of all the non-hidden ways to go in any location with the >EXITS command: quote:>EXITS ... down? quote:>DOWN There's something down there but it won't let us explore it. Also, jumping in the water would ruin any paper or liquid reagents we were carrying, except for the fact that the fire already destroyed them. Running out of breath doesn't kill us; it just forces an >UP command and takes us to the surface again. Letting the fire resistance potion run out while in the inferno room, on the other hand, does kill us: quote:Your fingers are no longer tingling. Instead, they're burning, along with the rest of you. Your dissolution is brief but extremely unpleasant. This is equivalent to a >RESET, but a lot more painful. There's been some speculation already in the thread that we're some kind of homonculus or golem that's borrowing Forsyth's memory and body, and this may be considered evidence of sorts that we've got some way of getting a body back afterwards, too. "Dissolution" is an interesting choice of words, while we're at it. Anyway, that was a pretty dumb move, so let's maybe not have done that and move up to the northern wing and the upper parts of the ship. quote:>UNDO North of Paper Garden is where everyone lives when they're not actively on duty. quote:Quarters Access Could this be a clue as to what we are, or where we got that replacement body? As a rule, Zarf never tells, but he does like to suggest. quote:>WEST None of this is immediately useful to us, but it all seems reasonably practical. Meanwhile, across the hall... quote:Study Room These, on the other hand, sound much more immediately useful, since we didn't have enough lung capacity to reach the bottom of that pool. We've got everything we need to do the breath-holding potion—the "paten of exhilarant symbolism" is almost certainly the paten we found the fire door key on. It had the Chinese symbol for "breath" on it. That said, if "aroma is particularly important" we will need to find something that stinks of seaweed. Let's see if anything else turns up before rushing over to try i tout. That's all there is to see here in Scrub Country. Let's go rise above our station. quote:Officer Country Well then. This is a lot to take in. The Captain's gaze does not burn us to ash. She got caught in the same disaster that hit everyone else. And somehow, Sergeant Brooks is the one giving orders to the proper officers, too. This kind of thing makes me wonder what this marcher is really for. It seems like some kind of traveling university, with the alchemists mostly here to learn to be better alchemists. Also, we now have a recipe for elemental fire, and it looks really straightforward. The only item that isn't already just sitting in the Pyrics Lab is the phlogisticated gold, and that was in the Materials Store. Our list of Things To Try Immediately keeps growing. Time to check out the less junior officers. quote:Deck Suite Jackpot! Every discussion of breath-related atmospheres so far has mentioned seaweed. With this kelp impet, we can surely make the breath holding potion. quote:>OPEN CABINET Three doors. Let's check them all and read all the papers. quote:>NORTH One for two so far. Brodzik's Inscription should protect us from the aura vortex, but we're missing the Ka Sealing and the orichalcum. (The rotor has a rainbow setting, and the citronelle oil from the tutorial adds a strengthening element.) One room left, and by process of elimination, it must be... quote:High Tower Oh man, we're going to have so much fun with these, at least once we figure out how to get up to mischief with them. That wraps up the northern and upper wings. Where do we end up if we keep going west from the Nave? quote:Scaphe Arcade Decadent bathhouses might not be part of our life experience, but this is, like, the third most outrageous decoration we've encountered just in the past hour, at most. quote:>OPEN DOOR No fun. quote:>LOOK AT EXOSCAPHE Important facts: the marcher as a whole is on a Hadean land right now, and our lunar rover has taken some damage and maybe isn't completely Hades-worthy. The lower levels might be OK though. quote:>SOUTH Sounds like the dragon Pneuma is responsible for keeping the air breathable. Let's see what's reachable without its help. quote:>WEST If the upper dome is open to vacuum, pulling this lever is probably a bad idea. quote:>READ CRUMPLED SHEET That's a new nature, and that's also the final component we need for the Planetary Lens. We've finished our circuit. It's time to put our new knowledge to use. The three rituals we can perform right away are the breath-holding potion, the planetary lens, and elemental fire ignition. We create the breath-holding potion in the Nave with no difficulty: quote:>OPEN KELP Looks like an exhilarant environment produces a golden glow. Now off to the Opticks Annex, where the lenses await us and where we've already prepared the necessary lunar environment: quote:>PUT CONCAVE IN BOUND Great, a new tool, so now we have to examine everything three times. Quit your kvetching, kid, test it out on stuff that's nearby. quote:>LOOK THROUGH LENS AT MOON-METAL Checks out. quote:>LOOK THROUGH LENS AT ROTOR ... if you say so. Maybe because it's turned to moonlight? Time to throw some more fuel on the speculation fires: quote:>LOOK THROUGH LENS AT SELF Not only are we non-Gaian, we correspond to no planet whatsoever. Are we extrasolar in origin or do we need to be transdimensional before the planetary sigils stop making sense? quote:>LOOK THROUGH LENS AT KELP Most things aren't horologically significant enough to register on the lens. But you know what is? That safe in the Main Store, with the combination lock made of astrological signs. Let's see if we can use this like some kind of safecracking stethoscope. quote:>GO TO MAIN STORE That'll do. Once we enter the code... quote:The safe's lock clicks and releases! I must admit, I was hoping orichalcum, as "quickcopper", would be liquid at room temperature, but it seems like it's just some wondermetal. This isn't enough to let us complete any individual rituals, though we can still mess with it. Our last remaining ritual to try is gold ignition, to get some elemental fire to go with our wood and earth. We have the phlogisticated gold rod already, and everything else awaits us in the Pyrics Lab. quote:>PUT GOLD IN CROCK Camphrost sublimates in air. I'm pretty sure this stuff is what we'd call camphor wax. Let's get it into the vapor crock before it turns entirely to vapor itself. quote:>WEST ... this presents a problem. Does the lighter only work on elemental wood or something? quote:>LIGHT MAPLE WITH LIGHTER Not a great start. quote:>LIGHT WINTER-OAK WITH LIGHTER Better. I get the feeling this camphrost will fizzle before we're ready to start the procedure, though. (It's not really a ritual. This isn't a bound, and we aren't sealing anything.) quote:>LIGHT SWAMP PITH WITH LIGHTER Yikes! We'll have to try something that burns more vigorously than our little cigarette lighter. The parser's disambiguator has a suggestion, what with us being in the Pyrics lab. quote:>LIGHT MAPLE Promising. Very promising indeed. quote:>LIGHT BLACKWOOD WITH GAS BURNER Give me more power, Forsyth! More power!! quote:Burning Hall West It's no use, Ekachloride, I'm givin' it all she's got! ... well, that's two out of three, at least, and the breath-holding potion has opened up at least one obvious additional avenue for exploration. There are other avenues available to us as well. Next Time: We will, at minimum, finish our sweep of the easily-accessible parts of the marcher. We can start bypassing the barriers that remain to us, as well. The floor is open for suggestions on how to do this, or on how to get that blackwood to ignite. ManxomeBromide fucked around with this message at 05:05 on Jul 16, 2018 |
# ? Jun 14, 2018 08:18 |
|
I will admit I hadn't thought about lighting the blackwood with the inferno.
|
# ? Jun 14, 2018 11:41 |
|
Like calls out to like - try igniting the elemental wood and using the flame from that to light the blackwood. Well, we're still alive. The Anodyne Evocation resonantes with our body and we apparently need to breathe. I am wondering if we're some kind of emergency construct; it wouldn't surprise me if we found our own body somewhere in a fracture or perhaps the Exoscaphe. Either dead or perhaps comatose, having used an emergency ritual to project our spirit into a haemonculus. A nice touch having the kelp in a wall cabinet. It was presumably there as a survival kit in case of a decompression or hull breach. That black script makes me suspect Something is Up. I'm having tremendous fun exploring this vessel and its inner workings, its a wonderful new environment to play around in. The writing does an excellent job of suggesting this all makes sense to the crew. This whole thing is giving me flashbacks to that "one moon, circling" TNG episode.
|
# ? Jun 14, 2018 12:12 |
|
Ralphomon posted:I will admit I hadn't thought about lighting the blackwood with the inferno. What about the kiln?
|
# ? Jun 14, 2018 12:34 |
|
I've been quietly lurking this thread for a while since I haven't had much to contribute, but would like to at least chime in that has been a fascinating read so far.Loxbourne posted:Well, we're still alive. The Anodyne Evocation resonantes with our body and we apparently need to breathe. I am wondering if we're some kind of emergency construct; it wouldn't surprise me if we found our own body somewhere in a fracture or perhaps the Exoscaphe. Either dead or perhaps comatose, having used an emergency ritual to project our spirit into a haemonculus. A nice touch having the kelp in a wall cabinet. It was presumably there as a survival kit in case of a decompression or hull breach. I get the sense we're something more than an alchemic construct, or at least one simple enough that it could have been created or set up by the crew of the Marcher. Alchemy is very bound up in planetary cosmology but our body has no association to any celestial body, or at least not to one we recognize. That strikes me as very, very strange. The only other objects we've seen so far on the entire Marcher that we couldn't decipher even with the lenses were the weird black scrawlings, so they're probably linked to us in some way.
|
# ? Jun 14, 2018 18:54 |
|
We have a personality, judging from the snide comments we make to ourselves periodically. Maybe this is what you get when you try to transfer the metaphysical properties/essence of the marcher itself into a person? The question then would be, why/how was this done? Though if this theory is accurate, then I would expect changes made to the marcher to affect ourselves as well somehow. Maybe not anything as prosaic as opening doors, but if we could fix a fracture or otherwise effect repairs, or interact with the black text somehow, that should affect us directly. Another amusing possibility is that this is a simulation used as a crash-course and test of alchemy skills. But that seems unlikely if only because it would require an "it was all a dream" twist.
|
# ? Jun 14, 2018 19:34 |
|
I gotta admit, I'm hoping Forsythe ends up walking in the footsteps of their predecessor, the great sage of alchemy Threepwood, and performs an entire complex ritual using only jury-rigged fakes instead of actually appropriate ingredients. Every cook makes substitutions.
|
# ? Jun 14, 2018 20:39 |
|
> EXAMINE GRAFFITI THROUGH PLANETARY LENS > EXAMINE PEOPLE THROUGH PLANETARY LENS TooMuchAbstraction posted:We have a personality, judging from the snide comments we make to ourselves periodically.
|
# ? Jun 14, 2018 23:57 |
|
Ratoslov posted:I gotta admit, I'm hoping Forsythe ends up walking in the footsteps of their predecessor, the great sage of alchemy Threepwood, and performs an entire complex ritual using only jury-rigged fakes instead of actually appropriate ingredients. Every cook makes substitutions. If this is the ritual I'm remembering right, he did at least keep the BHT intact. ... perhaps the reason Monkey Island™ is so inaccessible is because you need to use a marcher to rig to it.
|
# ? Jun 15, 2018 04:00 |
|
Forsyth appears to have a personality and memory, and these are things which they at least seem to believe are real. So if we are a construct of some kind, we're one that definitely believes ourselves to be a scrub sub-junior alchemist on the Retort who knows and has had interactions with and memories of the crew and day-to-day operations of the... ship? House? Place? Basically, there appears to be something wrong with our body, but not (entirely?) with our mind. Forsyth has in the past used lenses to check their planetary alignment and found them to be Gaian, so the fact that this is no longer true either means that Forsyth's body has changed somehow, or that Forsyth's mind is not in Forsyth's body, but is in somebody's.
|
# ? Jun 15, 2018 05:23 |
|
Nakar posted:Forsyth appears to have a personality and memory, and these are things which they at least seem to believe are real. So if we are a construct of some kind, we're one that definitely believes ourselves to be a scrub sub-junior alchemist on the Retort who knows and has had interactions with and memories of the crew and day-to-day operations of the... ship? House? Place? I'm thinking we're some other being entirely that has access to all of his memories (like Blick Winkel from Ever17). That would explain why we can learn rituals and things so much faster than him, and why we're able to keep memories through resets. This may be a similar process to how we're getting non-Forsyth memories from those specks floating around.
|
# ? Jun 15, 2018 10:19 |
|
This is a good as heck LP for a game I would never have actually played myself. Out of interest, do the standard joke commands like xyzzy and plugh do anything?
|
# ? Jun 15, 2018 10:51 |
|
|
# ? May 4, 2024 22:12 |
|
The transcript of the next update's playthrough, without commentary, weighed in at one hundred and fifty kilobytes. I'm working everyone's comments and requests into the playthrough, but sometimes it may take an update or two to actually have suggestions appear in play. Also, I had to divide the update in two, even with my editing. For the sake of my own sanity I won't be updating the Alchemy Journal after the next update, but it should be all caught up after the update-after-next.
|
# ? Jun 16, 2018 07:59 |