partial solution
All Hope Abandon was written in TADS 3 and is © 2005 by Eric Eve. This solution is by David Welbourn, based on version 1 of the game.
Note: This is just the maps so far, and they may yet be incomplete. In particular, I suspect that there is a way through the Hinnom Valley. Maybe there's something to do at Edge of Chaos. Possibly there is a secret way to escape the Labyrinth without ending up at Domed Chamber. Also, I have left out all the possible locations from Domed Chamber for now; I'd rather just comment on them in the walkthrough when I get around to writing it.
Map 1: Entering Hell / Map 2: Green Region / Map 3: Agrath's Temptation / Map 4: The Scholars' Path / Map 5: Across the Lake / Map 6: Golden Hope / Walkthrough
Labyrinth | ||||||||||||||||||||
n↑ | n↑ | |||||||||||||||||||
Long Tunnel | Under Cellar | Narthex of Basilica | ||||||||||||||||||
| | d↑↓u | u↑↓d | ||||||||||||||||||
Crypt | Dank Cave | |||||||||||||||||||
d↑↓u | | | |||||||||||||||||||
Pagan Temple | Crypt | Deconstruction Chamber | ||||||||||||||||||
| | o | d↑↓u | n↑ | x | ||||||||||||||||
Edge of Chaos | Street of Statues | — | City Square | — | Narthex of Basilica | — | Nave | — | Apse | Short Corridor | — | Control Room | ||||||||
\ | | | | | ||||||||||||||||||
Very Strange Place | ← → |
Cave at the Dawn of Time | Vast Cathedral | Examina- tion Hall | ||||||||||||||||
enter brown | enter wall | \ | | | | | x x x | |||||||||||||||
Via Antiqua | Concrete Bunker | — | Battle- field | — | Narthex of Basilica | — | Ruined Nave | |||||||||||||
\ | / | x x x | u↑↓d | |||||||||||||||||
Tunnel End | Long Hall | Dank Cave | ||||||||||||||||||
| | ||||||||||||||||||||
Golden Hope | — | Ledge by Bridge | — | Cliff Garden | ||||||||||||||||
| | | | |||||||||||||||||||
Edge of Chasm | Inside the Boiler | — | Boiler Room | |||||||||||||||||
| | x | in↑ | ||||||||||||||||||
— | Hell's Gate | — | Narrow Path | o | ||||||||||||||||
| | s↓ | |||||||||||||||||||
o | Grey Limbo | o | ||||||||||||||||||
↑↑ | o | |||||||||||||||||||
Lecture Theatre | → ← |
The Break- fast Queue |
Very Strange Place | Inside the Shed | |||||||
↓enter green | | | o | ||||||
Small Cove | — | Large Lawn (north) | —— | Orchard | — | Edge of Orchard | n→ e→ s→ |
Very Strange Place |
| | o | |||||||
Large Lawn (south) | ||||||||
| | ||||||||
Inside the Shrine | ||||||||
d↓↑u | ||||||||
Start of Long Windy Tunnel | e→ | Laby- rinth |
Lake- side | ||||||
n↑↓in | ||||||
Burial Cave | ||||||
n↑ | ||||||
o | Far Side of Ravine | o | ||||
| | ||||||
Crude Cramped Cave | — | Fire Ledge | ||||
| | n↑ | |||||
| | | Domed Chamber | ← | Laby- rinth | |||
| | ||||||
Long Narrow Passage | — | Passage Junction | — | Small Round Cave |
| | ||||
Path to Hinnom Valley | Deconstruction Chamber | |||
| | ↓think about exit | |||
West End of Garden | — | Walled Garden | Lake- side | |
s↓ | n↑↓in | |||
Inside the tomb |
o | ||||||||||||||||
Stone Podium | o | Paradisal Garden | o | Skull Mountain | — | Steep and Rugged Pathway | — | — | Sleepy Hollow | — | Restful Lobby | e→ | Oblivion | |||
| | | | d↓↑u | \ / | |||||||||||||
Swamp Cave | —— | Tunnel Junction | ←w | Chess Room | — | Tomb Tunnel | Parting of the Ways | |||||||||
| | | | |||||||||||||||
Tunnel End | Verdant Valley | |||||||||||||||
| | | ↑ walk on water | |||||||||||||||
Cliff Garden | ... | — | Lake- side | — | Lake- side | — | Lake- side | — | ... | |||||||
X | | | X | | | X | | | X | ||||||||||
... | — | Wilder- ness | — | Wilder- ness | — | Wilder- ness | — | ... | ||||||||
X | | | X | | | X | | | X | ||||||||||
... | ... | ... |
Dead Cave | Tunnel End | ||||||||
| | | | ||||||||
Dead Garden | — | Ledge by Bridge | — | Cliff Garden | |||||
/ | | | ||||||||
Barren Plain | Edge of Chasm | ||||||||
| | x | x | |||||||
— | Hell's Gate | — | Narrow Path | o | |||||
| | s↓ | ||||||||
o | Grey Limbo | o | |||||||
o |
Lecture Theatre
>about. (Which explains the THINK ABOUT and RETRY commands.)
>i. x handout. x badge.
About this time, the game will point your attention to a blonde woman. If you take the hint and the examine the woman, the game will then cut to the Breakfast Queue scene. You can, of course, ignore the hint and continue to examine other items, such as the professor, the podium, the clock, the audience, your tie, jacket, and chair. In which case, the game will cut to the Breakfast Queue scene on its own after a few turns.
>x blonde.
The Breakfast Queue
Note: If you try to ignore the blonde and say, examine the tables, she'll start the conversation.
>x blonde. —or— talk to blonde.
You will, however, be forced to answer two questions:
>great. —or— unenthusiastic.
>yes. —or— no.
You are now free to ask/tell about whatever topics you like. You can't do anything wrong here; the game doesn't have to establish anything but the fact that you talked to her at all. The conversation will end on its own in a few turns, and some topics may end it sooner than others.
>ask about professor. ask about academics. g. g.
Lecture Theatre
You can't examine your pain. You can't leave. You can't forestall your fate. It doesn't matter what you do here.
>x professor. stand.
Grey Limbo
>i. x me. x fog. x glow. xyzzy. n.
Hell's Gate
You don't have to do anything at the gate, but this is the best place to get some background information on your current situation.
>x demon. x tail. x hooves. x horns. x overalls. x hammer.
>x ladder. x lintel. x inscription. x gate. x spikes. x notice.
>x brazier. x coals. x hillside. open gate. pull tail. climb ladder.
>greet demon. a gate. a notice. a demythologization. g.
>x bultmann. a theology. a hell. g. g.
>a life. g. g. a death. g. a satan. g. g. a god.
>a me. a demon. g. g. g. a tail. a hooves. a ladder. a heaven. g. g.
>a torture. a damned. a annihilation. a punishment. a work. g. g.
>a hope. bye. e.
Narrow Path
>e. x pipe. look in it. x wire. take it. in. w. w.
Edge of Chasm
By the way, I'm playing with SYMMETRY OFF. If I had SYMMETRY ON, I'd be at Bend in Path instead of Edge of Chasm. Use the FEATURES command to learn more about this option.
>x chasm. x lava. x glow. x line. n.
Ledge by Bridge
>x bridge. x netting. x post. x hole. x haze. x steps. w. e.
Cliff Garden
>x knife. x handle. take knife. x tree. climb it. break branch. cut branch.
>x stone. move it. knock on it. x glow. x grass. w.
Ledge by Bridge
>(cut bridge. undo.) [YOU WANDER IN LIMBO FOR ALL ETERNITY]
>s. s.
Hell's Gate
You still don't need to talk to the demon, but you do have more topics:
>a pipe. g. a boiler. a meddlers. a wire.
>a chasm. a bridge. a glow. g. g. g. a tree. g. g. g. e.
Narrow Path
Note: The pipe is a one-way passage, and you'll lose the knife.
>cut wire. in. [+1 pt.]
Inside the Boiler
>x pipe. x door. x window. e. u. yell. x ash. search it. x handle. pull it. [+1 pt.]
>e.
Boiler Room
>x boiler. x pipes. x valves. x newspaper. read it. n.
Long Hall
I never found anywhere that playing the cylinders would make a difference, but it doesn't hurt to take what isn't nailed down.
>x exhibits. open green box. x lining. take it. x supports. x button. x horn.
>open red box. x cylinders. x disk. take cylinders.
>put silver cylinder in supports. push button.
>put brass cylinder in supports. push button. take boxes.
>x device. x pole. x lens. x handle. x panel.
You must first look in the lens before turning the handle in order to view the mini-movie. If your posture is wrong, you're just going to hear clattering—which made me think the device was broken.
>look in lens. turn handle. open panel.
>put grey disk in compartment. close panel. look in lens. turn handle.
>x mural. x soldiers. x demons. x war.
>x bureau. open it. open drawers. x lining. take it. take key.
>unlock bureau with key. open it. [+1 pt.] x ink. take it.
>x signs. ne.
You can't take stuff from the past into the "Via Moderna". You could leave all your stuff here and the doors won't snap at you. But for this walkthrough, we'll explore the "Via Antiqua" first.
>take all. x door. nw.
Via Antiqua
The door's not locked, but let's explore the rest of main passage first.
>x door. nw.
Cave at the Dawn of Time
>x tree. x branches. take it. x something. nw.
Edge of Chaos
Later in the game, we'll find references to walking on water, so it doesn't hurt to try it.
>x sea. x wind. x lightning. x beach. touch sea. swim. walk on water. se.
Cave at the Dawn of Time
If you try to go, say north, and haven't yet seen that the walls are intangible, the game will ask explicitly if you think you can walk through the wall. Answer 'yes'.
>x walls. touch walls. push walls. enter wall. [+1 pt.]
Very Strange Place
(See Map 2: Green Region.)
>x patches. x brown patch. x green patch. enter green patch.
Small Cove
>x notice. x sea. x shore. x cliffs. walk on water. swim. x gold key. e.
Large Lawn (north)
>x shed. x door. n. unlock door with gold key. e.
Orchard
I missed the bushes at first.
>x trees. x apples. take apple. x apple.
>x bushes. search bushes. look under bushes. take steel key. x it. w.
Large Lawn (north)
>unlock door with steel key. n.
Inside the Shed
>take all. x shelf. x spade. x casket. open it.
>unlock casket with gold key. open casket. [+1 pt.]
>x scroll. (Lots of hintage, isn't there?)
>s. w.
Small Cove
>dig sand with spade. take coin. e. s.
Large Lawn (south)
In case the hintage in the scroll wasn't clear, you must first pull the hair and carry both an apple and some type of money (e.g. the coin) before you can enter the shrine.
>x building. x statue. x hair. x clothing. s.
>talk to statue. pull hair. save.
CAUTION: The Shrine is a trap. Once you enter, you cannot leave.
>s. [+1 pt.]
Inside the Shrine
>out. x altar. x lampstand. x smoke. smell it. x paint.
>put apple and coin on altar. x hole. out. d. [+1 pt.]
Start of Long Windy Tunnel
Going east from here is a one-way passage.
>e.
Labyrinth
There are three ways of reaching the labyrinth. This was one of them. Since this walkthrough wants to show you as much of game as it can, we'll need to restore. Or to continue from this point, jump to Labyrinth.
>restore.
Large Lawn (south)
As noted on the scroll, pulling the hair too often is dangerous, although kissing the statue will mollify it.
>pull hair. g. g. (g. undo.) [YOU HAVE TURNED TO STONE]
>n. e. e.
Edge of Orchard
>x mist. touch it. e.
Very Strange Place
>enter brown patch.
Cave at the Dawn of Time
(Back to: Map 1: Entering Hell)
>se. n.
Vast Cathedral
>x shape. x roof. x windows. x tomb. x jesus. x sea. x moses. x rod.
>x green woman. x hair. x blonde. x swamp. x city.
>x doors. open doors. l. x rod. take it. n.
City Square
>x buildings. x cathedral. x basilica. n. w.
Street of Statues
>x temple. x pillars. x statues. x woman. x hair. pull hair. w. n.
Pagan Temple
>x thurible. x smoke. x pillars. x altar. x carving.
>x foot. x hair. x hand. x key. x stone key. take it. x eye.
>put rod in eye. push foot. [+1 pt.]
>d.
Crypt
>x stairs. x door. open it. open it with stone key. n. [+1 pt.]
Long Tunnel
CAUTION: Going north will irrevokably take us to the Labyrinth again. Let's retreat and explore elsewhere.
>s. u. s. e. e.
Narthex of Basilica
Yes, I know. I haven't shown why putting the bottle of ink into the font is a good idea. Y'see, the font has a secret to it. I'll explain later.
>x font. put ink in font. x stairs. x archway. e.
Nave
>x columns. listen. e.
Apse
>pray. x stonework. x mosaic. x Christ. x nimbus. x water. x boat. x men. w. w. d.
Crypt