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Key & Compass presents:
Risorgimento Represso
by Michael J. Coyne

Risorgimento Represso is a Z-machine text adventure game written with Inform 6 and is © 2003, 2006 by Michael J. Coyne. It was entered in IF Comp 2003 where it took 2nd place; it also was the runner-up for Miss Congeniality. At the 2003 XYZZY Awards, it was a finalist in four categories: Best Game, Best Puzzles, Best NPCs, and Best Individual Puzzle.

You play as an Oxbridge student who, during a particularly boring lecture, falls through a green portal under their desk into the cluttered library of the wizard Ninario. Ninny was trying to summon a wizardly apprentice from the Oxbridge University in his reality but got you by mistake. Mm-yes. So it you're going to be a wizard's apprentice until he can figure out how to send you back.

This solution is by David Welbourn, and is based on Release 4 of the game.

SPOILERS AHEAD. Reading a walkthrough prematurely can sometimes diminish one's enjoyment of a text adventure game. Please make an honest effort to play the game before reading this walkthrough.


Maps

Map 1: Ninario's Caer

Bedroom NorthHallway Garderobe Workshop Kitchen Sewer Tower Stairwell Courtyard Main Hall Basement DustyRoad Library SouthHallway Study Laboratory SlimyLedge RubbishHeap LectureHall d d d d u u pull cord u

Map 2: Village and Environs

Plateau On theMountain-top William'sWoodcraft NorthVechlee WizardryWooding Pile ofRubble The VeryTop ofthe Tree Ledge SorcerySupply BuildingSociety VechleeGate Barn Farmyard Garden In thetree MarketSquare Eliza'sCheeseEmporium FarmGate End ofthe Lane OutsideVechlee Outskirts Tower Gate-house Atop theWest Wall North ofTower In theToiletHole Tower DustyRoad Bailey Courtyard MainHall GardenPlot Cell Hall Guild HallFoyer Closet RubbishHeap SlimyLedge South ofTower Kitchen SlimyPassage Insidethe Shed takecannonball u u pull cord u d d d (to backroom) d d ridecarpet d u (into bank)

Walkthrough

Lecture Hall

> x professor. x students. x cup.

> take cup. look under desk. enter portal. (+1)

Library

> move papers. (+1)

> take steel key. take satchel. x it. wear it.

> i. x clothes. x book.

> e.

South Hallway

Ninario escorts you into his study to the east.

Study

Ninario, a wizard, summoned you here to be his apprentice. He meant to get a wizarding student from his own reality, but got you instead. If he's to send you home or repair the rift, he needs his spectacles and asks you to find them.

> x Ninario. x parchment. read it. x desk. x papers.

> x settee. x rug. x eastern window. x southern window.

You may wish to talk to Ninario (Ninny) about a few topics before exploring his home.

> ask Ninny about himself. ask Ninny about me.

> ask Ninny about magic. ask Ninny about guild.

> ask Ninny about Wizarding Weekly. ask Ninny about spectacles.

> ask Ninny about drain. ask Ninny about basement.

> ask Ninny about light. ask Ninny about laboratory.

> ask Ninny about library. ask Ninny about desk.

> ask Ninny about rug.

> w. n. n. w.

Bedroom

> x pillow. take it.

> x bed. look under bed. (You take a chamberpot.)

> x pot.

> e. e.

Garderobe

> x bench. x rack. x Weekly.

> read it. g. g. g. g. g. g. g.

> w. s. d.

Main Hall

> s. (unlocking the the steel door with the steel key)

Laboratory

It's never said explicitly, but the numbers on these items are atomic weights.

> take all from table. take all from shelf.

> x cylinder. ("#12 Illuminator")

> x purse. ("#16")

> open it. x yellow.

> x tube. ("wood hastener")

> x pouch. ("#6")

> open it. x black. (charcoal)

> x bottle. ("WizStrip Paint Thinner"; "Do not mix with methane")

> x flask. ("#19 #7 #8(3)")

> x vial. ("#1 #17")

> x dish. ("#29 #16 #8(4)")

> x bowl. ("(#7 #1(4))2 #16 #8(4)")

> n. ne.

Kitchen

> take butter. x it.

Head back to the study and ask Ninny about all this new stuff.

> sw. u. s. e.

Study

> show cylinder. ("magnesium flare")

> show blue crystals. ("copper sulphate")

> ask Ninny about copper sulphate. (kills fungus)

> ask Ninny about mushrooms.

> show vial. ("muriatic acid")

> ask Ninny about acid. (eats through metal)

> show bowl. ("ammonium sulphate crystals")

> ask Ninny about ammonium. (fertilizer)

> show purse. ("sulphur")

> ask Ninny about sulphur. (ingredient in black powder)

> show pouch. ("charcoal")

> ask Ninny about charcoal. (ingredient in black powder)

> show flask. ("saltpetre")

> ask Ninny about saltpetre. (ingredient in black powder)

> ask Ninny about black powder. (For the cannon. Grind saltpetre, charcoal, and sulphur in a ball mill. Put it in a powder bag.)

> ask Ninny about cannon. ask Ninny about mill. (in workshop)

> ask Ninny about cannonball. (in workshop)

> show bottle. (don't open in basement!)

> ask Ninny about pillow. ask Ninny about feathers.

> show pot. show butter. show tube. (hastens wood growth)

> ask Ninny about Vechlee. ask Ninny about Turthalion.

> ask Ninny about Elvish. ask Ninny about cheese.

> ask Ninny about Renaldo. ask Ninny about Eliza.

> w. n. d. w.

Courtyard

> x fountain. x figurines. x portcullis. x chains.

> u. w.

Gatehouse

> x holes. x machine. read plate. (requires specific quantity of fluid; see manual)

> e. d. ne. se.

Garden Plot

> x plot. sw.

South of Tower

> x shed. x lock. pour acid on lock.

> s.

Inside the Shed

> take can. x it. x trap door.

> d.

Slimy Passage

> turn cylinder. (+1; you have light)

> n.

Slimy Ledge

Going down is a one-way trip.

> d.

Rubbish Heap

> x heap. (You acquire a helmet.)

> x helmet.

> n. n.

Sewer

> x gas. x vat. x ladder. x channel. x pipe.

> s. u. u. n. e.

Garderobe

> take WizStrip. open it. put it in hole. z. (+4; explosion in vat)

> w. s. d. d. n.

Sewer

> look in vat. enter vat. take specs. out.

> x specs. clean them (+1)

> s. u. u. s. e.

Study

> turn flare. give specs to Ninny. (+1)

This is your last chance to ask Ninny about topics other than the rift.

> ask Ninny about tower. ask Ninny about plot.

> ask Ninny about shed. ask Ninny about fountain.

> ask Ninny about machine. ask Ninny about portcullis.

> ask Ninny about heap.

Okay, time to advance the plot.

> ask Ninny about rift. (+4)

A rift opens, but Renaldo and Virgil emerge, arrest Ninny, and pull him inside. As the rift closes, Ninny begs you to rescue him from the Guild HQ and drops an iron key,

> take iron key. take rug.

The iron key is for the workshop:

> w. n. d. nw.

Workshop

> x machines. x drill. take it.

> x goggles. take them. (nearly opaque)

> x machine. (ball mill)

> x furnace. open it. x cannonball.

> open mill. x lead balls.

I'm assuming the pouch and purse are still open.

> take pouch. put charcoal in mill.

> take purse. put sulphur in mill.

> take flask. put saltpetre in mill. close mill.

> turn crank. (+4)

> open mill. x black powder. put it in pouch. close pouch.

You need both hands free to pick up the cannonball. The satchel can magically negate the weight of anything in it.

> put all in satchel. take ball. put it in satchel.

> se. w.

Courtyard

As you'll see, the watering can holds up to 5 pints, the chamberpot holds up to 3 pints, and the machine in the gatehouse wants exactly 4 pints. This is a measuring liquids puzzle.

> take can and pot.

> fill can. pour can into pot. empty pot.

> pour can into pot. fill can.

> pour can into pot. x can. (4/5ths full)

> empty pot. u. w.

Gatehouse

> pour can into machine. (+2; the portcullis opens)

> x hose. take it.

> e. d. w.

Bailey

> x doors. open doors. (very locked)

> e. e. u. u.

Tower

While you can fire the cannonball from the cannon, you get more points if you use yourself as the projectile instead. Wearing the butter makes you slippery enough to enter the cannon. You can't reach the pull cord from inside the cannon, but you can hold onto the cord when entering the cannon.

> x cannon. read plaque. x cord.

> put pouch in cannon. aim cannon at doors.

> wear butter. wear helmet. put all in satchel.

> take cord. enter cannon. pull cord. (+4. You headbutt the caer doors open.)

Dusty Road

> x sun. x fence. ne.

Farm Gate

> read sign. (The farm is sealed.)

> open gate. (can't)

> e.

End of the Lane

> x fence. climb fence. (can't)

> x elm. x bird.

To get over the fence, the first step is to make the tree stronger.

> take tube. open it. put hastener on tree. (+1)

> close tube. put it in satchel.

Next, protect yourself from the hawk (and from the dogs that you will soon meet) and have your hands free for climbing. If you're not already wearing the satchel and helmet, put them on too.

I know some of this seems illogical, but much of this is clued by visions you haven't had yet, and walkthroughs are allowed to use foresight from previous play-sessions, okay?

> wear goggles. wear rug.

> u. u. (+1; the bird flies away)

The Very Top of the Tree

> take cannonball. (+2. You're thrown into the...)

Garden

The dogs run away from the "bear" you appear to be.

> take ball. put it in satchel.

> remove rug. put it in satchel.

> remove goggles. put goggles in satchel.

> w.

Farmyard

> x barn. w.

Barn

> x straw. x timbers. x cabinet. open it.

> x jar. take it. (+1; it's essence of arktos)

> e. n.

Pile of Rubble

> take scrap. read it. (re: arktos essence)

> s.

Farmyard

> open gate. (+1; the field spell breaks, and you tumble through)

Farm Gate

> sw. sw.

Vechlee Gate

> x people. x cobblestones. x gate.

> x shop. read sign. (Elixa's Cheese Emporium was closed by Wizards Guild.)

> ask people about Guild. (at west edge of town)

> ask people about farm. (shut down for using chemicals)

> ask people about cheese. (Eliza used non-magical methods)

> s.

Eliza's Cheese Emporium

> take all. x asiago. x bel paese. x caerphilly.

> x wensleydale. x camembert. x gouda.

> x emmental. x stilton. x miranda.

> x cheshire. x roquefort.

> n. n.

North Vechlee

> read notice. (forced to close by other shop)

> w.

William's Woodcraft

> x shavings.

> take bottle. x it. (WizStrip; hermetic seal)

> e. e.

Wizardry Wooding

You don't need any wood, but it doesn't hurt to visit.

> x shopkeeper. x counter. x curtain.

> ask her about herself. (Betty)

> ask her about wood. (she lists several)

> ask her about hastener. ask her about curtain.

> ask her about mum. ask her about WizStrip.

> ask her about paper. ask her about Ninny.

> ask her about customer. ask her about Renaldo.

> ask her about cheese. ask her about Eliza.

> ask her about wizards. ask her about Vechlee.

> ask her about Blumph. ask her about William.

> w. s. sw.

Market Square

> x stall. read yellowed paper. (owner Robert became a mountain hermit)

> x bank. x shop. x building.

> s. (Guard stops you; only wizards can enter now.)

> ask people about bank.

> n.

Vechlee Townspeople Building Society

> read sign. take coin (+1)

> x coin. (10 plotkins)

> s. nw.

Sorcery Supply

> x crone. x chair. x silver bowl.

> x case. x rope. x knife. x lantern. x sword. x egg.

> ask her about Vechlee. ask her about wizards.

> ask her about Ninny. ask her about Magic Bunny.

> ask her about bowl. (divination bowl for 5p)

> ask her about case. ask her about rope. (13p)

> ask her about knife. (27p)

> ask her about lantern. (47p)

> ask her about sword. (73p)

> ask her about cheese. (secret to divination)

> ask her about case. ask her about Thalion.

> ask her about Zork. (or implementor)

> ask her about plumbers.

> ask her about arktos essence. ask her about bear.

> buy silver bowl. (You now have the silver bowl and a silver coin.)

> x silver coin.

Return to the Society building for some privacy. The crone gets cranky if you stand around too long without buying anything.

> se. n.

Vechlee Townspeople Building Society

Put cheeses into the silver bowl to get random visions; these are mostly hints and glimpses of your future, plus a few past visions for context. Pay close attention to them. The cheeses get used up in the process.

> take asiago. put it in silver bowl. (+1)

> take bel paese. put it in silver bowl.

> take camembert. put it in silver bowl.

> take cheshire. put it in silver bowl.

> take emmental. put it in silver bowl.

> take gouda. put it in silver bowl.

> take miranda. put it in silver bowl.

> take roquefort. put it in silver bowl.

> take stilton. put it in silver bowl.

> take wensleydale. put it in silver bowl.

Caerphilly only gives indistinct visions, so you might as well eat it instead, but it's up to you.

> take caerphilly. eat it.

> s. sw.

Outskirts

The guard, Ned, has a very strong accent.

> x gate. x guard. x hall. ("Admittance by Invitation Only")

> ask guard about himself. ask him about job.

> ask him about guild. ask him about money.

> ask him about wife. ask him about bairns.

> ask him about Ninny. ask him about plumbers.

> s. (Ned won't let you enter.)

> w.

Outside Vechlee

> read sign (Blumph: 40 miles).

> x pipe.

> n.

Ledge

> x bear. x carcase. s.

Outside Vechlee

Make sure you're still wearing the helmet as well.

> wear rug. wear essence. n.

Ledge

> n. (+4)

The amorous bear knocks you off the ledge, but you fall on a flying carpet convoy. Your story earns you a carpet and a trip past the bear.

Plateau

> x carpet. take it.

> remove rug. put rug in satchel.

> e.

On the Mountaintop

To get the hermit's favour, give him the goggles or stuffed pillow. Since you don't need either any more, you may be generous and give both.

> x hermit. x lean-to. x stone.

> take goggles. give goggles. (+1)

> take pillow. give pillow.

> ask hermit about guild. ask hermit about Ninny.

> ask hermit about bear. ask hermit about sun.

> ask hermit about Vechlee. ask hermit about Renaldo.

If you read your own class notes, you get a hint that hermetic seals can be opened by hermits.

> read book. show bottle. (+2. He opens it.)

> wear rug. w. s. s.

Outside Vechlee

> remove rug. put it in satchel. e.

Outskirts

Optionally, you can give a coin to Ned instead, but the drill is the better choice.

> give drill to Ned. (+4; he leaves)

> s.

Guild Hall Foyer

> w. (guard stops you)

> e.

Closet

> x grille. (duct goes up)

> x pipe. (valve with nozzle)

> x valve. (pressure release)

> w. s.

Kitchen (of guild)

> x pots. x table. x margarine. take it.

> x waiter. x tray. x chicken. x beer.

> take beer. take WizStrip.

> remove label. put WizStrip on tray.

> n. e.

Closet

> take hose. put hoze on nozzle. put hose in grille.

> turn valve. w. s.

Kitchen

> close waiter. n. (+2; there's an explosion upstairs)

Guild Hall Foyer

> w.

Hall

> knock on door. (Ninario is on the other side.)

> put hastener on door. (+1)

The door warps violently and Ninny joins you. Meanwhile, you hear a battle below. You now have a dozen turns to escape with Ninny before the guild's soldiers capture you both.

> n.

Tower

> drop carpet. get on carpet. (+5)

You and Ninario fly to...

Outside Vechlee

The Plumbers Union (including Ned) and some other wizards are using this chance to rebel against the guild, but the guild is winning the battle. Then a loud thunderclap heralds the closing of the original rift. Ninario recommends going to Blumph for safety, and everyone sets off immediately.

*** You have won ***

> amusing


Extras

Amusing

This is the response to AMUSING, after you win the game:

Have you tried...

  1. singing?
  2. singing in the presence of the various characters in the game? Of the crone, both dead and alive?
  3. burning things?
  4. climbing things that can't be climbed?
  5. saying xyzzy, plugh or plover? Doing so in front of various NPCs?
  6. trying to eat inedible things?
  7. typing JUMP? HOP? SKIP? JAUNT?
  8. kissing NPCs? Touching NPCs? Licking NPCs? Doing all the same to yourself?
  9. listening to yourself?
  10. smelling yourself after reaching into the sewer vat or while you're wearing the arktos essence?
  11. swimming in the fountain, watering can or chamberpot?
  12. tasting yourself both before and after wearing butter or arktos essence?
  13. waving things in the presence of various characters?
  14. examining yourself before and after entering the portal?
  15. wandering around in the dark for a few turns?
  16. trying to empty water over the floor in Ninario's study, while he's in there?
  17. entering areas with NPCs while wearing the chamberpot, helmet, bearskin rug, or goggles?
  18. donning and doffing the chamberpot, helmet, bearskin rug and goggles in the presence of NPCs?
  19. yawning in the presence of NPCs?
  20. examining the professor after each time you try the doors in the lecture hall?
  21. greeting all the NPCs in the game (using NPC, HELLO or SAY HELLO TO NPC) ?
  22. waking your fellow students?
  23. smashing all the windows in the game?
  24. smashing the library windows before and after Ninario is taken away?
  25. opening or closing windows after they've been smashed?
  26. leaving the study or bedroom via the windows?
  27. looking under the cushions on the couch while Ninario is in the room?
  28. dropping the carpet or rug in the presence of NPCs and then looking under it?
  29. placing the rug or carpet over the trap door in the shed?
  30. discovering all the words that can be used to refer to the toilet? There are 25 or so.
  31. asking Ninario repeatedly about his robes?
  32. asking Ninario about his entrance examination at the Wizards Guild?
  33. asking Ninario about theft? Magic? Thalion?
  34. asking Ninario about the copper sulphate, then about the mushrooms he mentions?
  35. showing the bearskin rug to Ninario once you find him again?
  36. showing your robes to Ninario?
  37. showing the black powder to Ninario?
  38. showing the vial of muriatic acid to Ninario?
  39. showing the chamberpot to Ninario twice?
  40. asking Ninario to open and close the study door?
  41. using the chamberpot?
  42. firing yourself into the portcullis?
  43. climbing on the laboratory's rickety metal table, or placing the heavy cannonball on it?
  44. smashing the figurines on the fountain both before and after Ninario leaves the caer?
  45. taking or riding the dogs in the farmyard?
  46. attacking, kissing, touching or taking the townsfolk in Vechlee?
  47. entering Wizardry Wooding many times to see all the messages? There are a few that only occur 1.5% of the time, and one that only occurs 0.5% of the time.
  48. hanging around in Wizardry Wooding to watch all the things Betty the shopkeeper does? There are a couple that only occur 0.67% of the time.
  49. greeting Betty more than once?
  50. putting things on Betty's countertop?
  51. cleaning the countertop in Wizardry Wooding?
  52. attacking the old crone and then playing the game through to completion?
  53. touching or kissing the old crone before and after attacking her?
  54. asking the old crone about Ninario?
  55. asking the old crone about Renaldo?
  56. asking the old crone about zorkmids?
  57. asking the old crone about the trophy case?
  58. taking the marble columns from the guild hall?
  59. showing the flying carpet to the hermit?
  60. ordering the hermit around before and after getting him to unseal the bottle?
  61. asking the hermit about Renaldo?
  62. asking the hermit about the union, and then the three league radius and gang wars he subsequently mentions?
  63. working your way through all the cheese visions? There are fifteen of them, but only ten cheeses that provide visions. There are eleven cheeses in the game, but the Caerphilly never provides a vision, due to its poor tyromantic capabilities.
  64. looking under things? Looking under yourself?
  65. selling things to yourself or other NPCs?

There are a few others not mentioned in this list. Have fun finding them!


Characters

Cameos and vision appearances only:

Mentioned:


Credits

The response to CREDITS is:

Thanks to Graham Nelson for creating Inform, not to mention the DM4.

Thanks to Roger Firth and Sonja Kesserich for creating the IBG, which got me started on this whole thing.

Thanks to Fredrik Ramsberg, whose A Beginner's Guide to Playing Interactive Fiction enabled me to easily add a How to Play section to my help menus.

Many thanks to those whose library extensions I've used, specifically:

Also, many thanks to my various beta testers:

Everyone's input was a big help, but special mention simply must be made of the debt owed to Jessica, who did a really superb job of beta-testing, finding some really obscure problems, and providing an extensive list of additional topics for the NPCs. She's the main reason my $$MAX_DICT_ENTRIES is set to 2000 for compilation.

Oh, and one more thank you: thanks for playing!


Endings


Inventory

Chemicals

To identify chemicals, examine them, and if that doesn't work, show them to Ninario.

Containers
Food and drink
Keys
Money

While you can give either coin to Ned to get into the guild hall, it's better to give the drill to Ned instead.

Readables
Tools
Wearables

Score

The response to SCORE is:

You have so far scored your-score out of a possible 50, in several turns, meaning your-status.

Points are awarded as follows:

Points are deducted as follows:

The known statuses are:


Visions

To see a vision, put any cheese into the silver bowl. Other dairy products like butter don't work. The cheese is destroyed in the process.

There are fifteen possible visions chosen randomly, but there are only eleven cheeses in the game, so replaying is necessary if you really want to see every vision.

The possible visions, sorted by location name, are:

Note: Caerphilly always gives a fuzzy, indistinct vision, as per Eliza's warning in the copy of Wizarding Weekly.


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