All Hope Abandon

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

Labyrinth
n↑n↑
Long
Tunnel
Under
Cellar
Narthex of
Basilica
|d↑↓uu↑↓d
Crypt Dank
Cave
d↑↓u|
Pagan
Temple
Crypt Deconstruction
Chamber
|od↑↓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 brownenter wall \|| x   x   x
Via
Antiqua
Concrete
Bunker
Battle-
field
Narthex of
Basilica
Ruined
Nave
\/ x   x   xu↑↓d
Tunnel
End
Long
Hall
Dank
Cave
|
Golden
Hope
Ledge by
Bridge
Cliff
Garden
||
Edge of
Chasm
Inside the
Boiler
Boiler
Room
|xin↑
Hell's
Gate
Narrow
Path
o
|s↓
oGrey
Limbo
o
↑↑o
Lecture
Theatre

The Break-
fast Queue

Map 2: Green Region

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

Map 3: Agrath's Temptation

Lake-
side
n↑↓in
Burial
Cave
n↑
oFar Side
of Ravine
o
|
Crude
Cramped
Cave
Fire
Ledge
|n↑
|
|
Domed
Chamber
Laby-
rinth
|
Long
Narrow
Passage
Passage
Junction
Small
Round
Cave

Map 4: The Scholars' Path

|
Path to
Hinnom
Valley
Deconstruction
Chamber
|think about exit
West End
of Garden
Walled
Garden
Lake-
side
s↓n↑↓in
Inside
the tomb

Map 5: Across the Lake

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
.........

Map 6: Golden Hope

Dead
Cave
Tunnel
End
||
Dead
Garden
Ledge by
Bridge
Cliff
Garden
/|
Barren
Plain
Edge of
Chasm
|xx
Hell's
Gate
Narrow
Path
o
|s↓
oGrey
Limbo
o
o

Walkthrough

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