In this fantasy Zork-style game, you're an Ambassador touring the Northland Empire with the vapid and never-bored Lady Amilia. But you've been stuck in this cushioned basket on top of an elephant with her, surrounded by her honour guard for a fortnight. How to get away and see something interesting or important?
This solution is by David Welbourn, and is based on Release 1 of the game.
SPOILERS AHEAD. Reading a walkthrough prematurely can sometimes diminish one's enjoyment of an interactive fiction game. Please make an honest effort to play the game before reading this walkthrough.
In the lily pod, after squeezing the sting of the newborn creature to poison the pod's membrane, you must put all of your inventory into the trunk and close the trunk to protect it from water damage when the pod eventually bursts open. The trunk will float to the north edge of the pool; re-take it there.
a drum. It's at Furrow and Workings.
It's a sieve of sorts, used for panning for ore.
At the Enclosed Stream, fill the drum two or three times to find a lump of tin ore.
At "Passage Under the Wall", give the apple to the snake. The snake chokes and falls away, clearing your way south to "Topmost Ledge".
While you can cast jilnix on the snake instead, this just delays the problem as the snake now blocks the way north from Dark Doorway. Jilnix won't fool the snake a second time, but give the apple to the snake and it will die and be gone.
Show the credentials to Clotspinner when he says he wants to see proof of your identity. He will then make several requests of what he wants from the Duchy until you tell him YES. Only then will he be cooperative and answer your questions.
Experimental Spell Book #5. Acquire it in Shambles by first casting jilnix on the garbage, then searching the garbage.
It's best to refer to it as either the parchment book or spellbook (one word).
I believe that the colours refer to different elements, and the arrows show which elements change into which other elements using the ruther spell.
a stock-keeper's note. It's in "Other Half Cave".
Read it; it has the sum "2585 + 10163" written on it. That sums to 12748.
After learning from Clotspinner that numbers are associated with spells, and that a typical spell number has two decimal places, you should be able to deduce that 127.48 could be the number for an important spell; see corpax scroll.
Put all scrolls except the unwritten ones into your spellbook. Each written scroll bears a spell.
a black, memorial scroll. It's near the top of a scree fall at Shattered Temple Rampart.
To obtain the black scroll: Tie the rope to the scroll, then tie the rope to yourself, then go west (not north!) from the rampart. You'll side-step the avalanche and can pick up the scroll at Furrow and Workings.
Read the scroll. It bears the azzev spell: view the past.
a spotless scroll. It's on the Philosopher's Stone in its chamber.
Read the scroll. It bears the ruther spell: transmute pure chemical elements.
a white scroll. It's in Wheel Cave (East).
Read the scroll. It bears the ploor spell: nation shall speak peace unto nation.
seven unwritten vellum scrolls. They're in Wheel Cave (North).
In Clotspinner's Workshop, you can turn an unwritten scroll into a newly-written scroll by using the mounting. First put the diamond on the anvil then turn the mounting to a specific number; the number determines which spell is written. Finally, put an unwritten scroll on the mounting and the spell will appear on the scroll.
In the kitchen, take the ham to reveal a hook. Throw the rope at the hook, tie the rope to the stove, then pull the rope to find an old chimney leading downwards. Untie the rope and take it from the hook, then re-tie the rope to the stove and put the rope in the chimney. Now you can climb down the rope into the cellars.
When you learn the piroo spell, return to the cellars and cast piroo on the rope. It unties itself from the stove and drops at your foot. Take it.
At the shattered temple rampart, tie the rope to both the black scroll and to yourself. Now go west (not north!) to pull the scroll off the scree. Untie the rope and take the scroll.
At the long curved ledge, tie the rope to both the ring and yourself, then jump to get to a tiny recess. Untie the rope from yourself so you can go northesst and get an ingot. Unfortunately, the rope is now hanging out of reach. Throw the curved stick (which is actually a boomerang) and wait two turns for the returning stick to swing the rope back to you; you automatically tie the rope to yourself and can go up back to the curved ledge. Untie the rope and take it.
a brass lantern. It's in the living room.
Turn it on for light in the dark areas underground.
After casting chiaro on something (such as the shard) for light, you can turn off the lantern to save its fuel.
After you escape from the lily pod, you must use the lantern again to see until you recover your other items; see trunk.
a flat curved stick. This boomerang is at Low Crawl.
After you throw it and it returns and hits you, the stick is restyled as a boomerang.
When you wish to leave "Tiny Recess", throw the boomerang and wait twice. The boomerang will push the dangling rope into reach. You'll automatically retie the rope to your waist and you can go back up to "Long Curved Ledge".
a shard of pottery. It's in the half cave.
You have no true use for this shard, but perhaps it belongs to another story, as yet untold. This walkthrough uses it as a light source after you cast the chiaro spell on it.
a bow. It's in the top branches of the inverted cedar.
If you have any arrows, you can shoot something with the bow.
In top branches, after spotting the cavity by trying to go west from there, cast chiaro on an arrow and shoot the cavity with the lit arrow. The cavity is now lit. When you next return to "Half Cave", look in the window to see some paintings.
One arrow is with the bow in the top branches of the inverted cedar.
Two arrows are inside the treehouse.
One arrow is at the north edge of the pool.
Cast chiaro on one arrow and shoot it at the cavity seen at "Top Branches".
an improsived ladder. It's at the branches near the cave floor.
In its original location, you can climb down to the cave floor and climb back up from there.
You can take the ladder to the top branches and put the ladder on the ledge. Now you can go back up to the topmost ledge. Later, you can put the ladder back on the cave floor.
a tiny lump of lead ore. Create it by casting ruther on the tin ore.
Cast ruther on the lead ore to turn it into a diamond.
a gleaming uncut diamond. Create it by casting ruther on the lead ore.
In Clotspinner's workshop, put the diamond on the anvil to focus the green light through.
a broad green leaf. It's at Stony Shallows.
Following the directions seen in the half cave's window, first rip up the leaf into some leaf fragments.
Grind up the leaf fragments with an arrow to create a dull green paste.
In Clotspinner's workshop, give the green paste to Clotspinner to revive him.
This is the response to SCORE:
You have so far scored your-score out of a possible 30, in several turns, the kind of score the perfect score one would expect of your-rank.
Points are awarded as follows:
1 point for attracting a Bird of Paradise.
1 point for waking the elephant.
1 point for upsetting the procession.
1 point for acquiring the jade figurine.
1 point for leaving the bedroom.
1 point for acquiring a jewelled scarab.
1 point for throwing the rope at the kitchen's hook.
1 point for tying the rope to the stove.
1 point for moving the stove and revealing a chimney.
2 points for acquiring a platinum egg.
1 point for giving the jade figurine to the Adventurer.
1 point for giving the jewelled scarab to the Adventurer.
1 point for giving the platinum egg to the Adventurer.
1 point for drinking from the bubbling pool.
1 point for acquiring a spell book.
1 point for returning to the cellars.
1 point for entering the treehouse.
1 point for acquiring a golden fir-cone.
1 point for lighting up the cavity.
1 point for giving the golden fir-cone to the Adventurer.
1 point for acquiring a silver ingot.
1 point for giving the silver ingot to the Adventurer.
1 point for the Adventurer leaving with all five treasures.
1 point for squeezing the hornet's stinger when inside the giant lily pod.
1 point for reviving Clotspinner.
1 point for inscribing the thrale spell on a scroll.
1 point for casting thrale on Clotspinner, teleporting him to the Duchy.
1 point for escaping the underground.
The known ranks are:
the Embassy Stablehand.(0 points)
an Embassy Clerk.(1 to 3 points)
a Third Secretary.(4 to 6 points)
a Cultural Attache.(8 to 13 points)
a Diplomat.(14 to 19 points)
an Ambassador Plenipotentiary.(20 to 24 points)
a Minister in Residence.(25 to 29 points)
a Head of the Diplomatic Service.(30 points)
Before you can do any magic, you must gain the Power by drinking the water at the Bubbling Pool.
Most spells must first be learned before they can be cast. This is so you can say them quickly enough with confidence. The SPELLS command lists all the spells you have committed to memory. The MEMORY command does the same thing.
If the spell is on a scroll, you must put the scroll into your spellbook first before you can use the spell.
Also, you must be holding the spellbook directly when trying to learn a spell. You can't learn a spell if the spellbook is inside your trunk, for example.
Useful spells are listed here in the order you acquire them in this walkthrough.
the jilnix spell: summon small plaque of insects.
You acquire this spell permanently by accident, when you walk into Low Junction after drinking at the bubbling pool. It's also listed in the spellbook.
In Shambles, cast jilnix on the garbage. Your summoned insects battle the woodlice and ants infesting the garbage until they win. You can now search the garbage and acquire a spellbook.
In the passage under the wall, you can cast jilnix at the oil-snake to convince it to leave. But it's bettle to give the apple to it.
At the north edge of the pool, you can cast jilnix at the lily, but the lily eats all the insects.
the chiaro spell: cause inanimate object to radiate light.
While you can cast azzev anywhere, most visions of the past are boring. The interesting visions can be had at Chamber of the Philosopher's Stone, Clotspinner's Workshop, Furrow and Workings; Lily Pod, Shambles, Shattered Temple Rampart, Topmost Ledge, and Treehouse. None of the visions are critical to solving the game.
the ruther spell: transmute pure chemical elements.
In any part of the wheel cave, cast corpax to create a tunnel upwards to a woodland cave. Note that you can only cast corpax once; it's too exhausting to make multiple tunnels.
You can also learn up to seven useless spells by misusing the anvil in Clotspinner's workshop, by turning the mounting to random settings. Each misuse uses up one of the unwritten scrolls, creating useless scrolls, and they're written in this order.
the gloth spell: fold pastry dough 83 times.
the alsakan spell: pursue squirrel with spectral hounds.
the eddore spell: paint large picket-fence orange.
the boskone spell: rotate entire universe by one degree.
the palain spell: reduce herbs in over-spiced stew.
the helmuth spell: turn blackberries into pebbles.
the nadreck spell: award internationally recognized points for trick dives.