In this fantasy game, you play as a druid sent back in time to prevent the Order of the Fiery Doom from enacting a ritual that will destroy everything in flames. Using the right plants and a mystical cocoon, you can time-travel to all four seasons in your mission to stop this apocalypse.
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.
To reach Peaceful Island, time-travel from Icy Island (Winter).
To reach Shaded Roof, time-travel from Armory (Fall).
Map 3: Summer
To reach Sun-baked Island, time-travel from Icy Island (Winter).
To reach Sunny Roof, time-travel from Armory (Fall).
Map 4: Fall
To reach Barren Island, time-travel from Icy Island (Winter).
Walkthrough
The Federal Bureau of Druids cast their final ritual. They send you back in time to stop the Order of the Fiery Doom before they turn the world's cities into ash.
If you find the right plants, the mystical cocoon will take you back further.
Base of StairsFall
> x me. i. x suit.
> x cocoon.(Can take plants associated with seasons.)
> x mat. x door.(See a kitchen through window.)
> open door.(locked)
> n.
DungeonFall
> x window. x island.
> x carving.(downward arrow from hexagon to triangle)
> s. s.
LaundryFall
> x acolyte.(has red flame tattoo, screwdriver)
> x uniform. take uniform.
> x washbasin. x valve. x cabinets.
> x pipe.(valve, label with orange pentagram)
> n. e.
Narrow HallwayFall
> x worker.(has fancy hat, popcorn kernel tattoo, sunflower seeds, mop)
> x hat. x seeds. x mop.
> e.(The worker blocks your path.)
> w. n.
DungeonFall
> remove suit.(No, put disguises over the suit.)
> wear uniform. s. e.
Narrow HallwayFall
You don't speak the worker's language and you can't just take the seeds from her. So, um...
If you're wearing the uniform, she'll let you go past her.
> e.
Storage RoomFall
> x firewood. x holly. take holly.
> w. w.
Base of StairsFall
> u.
Ritual RoomFall
> x pentagram. x woman.
> x hat.(volcano-like)
> x oil.
If you try to go through an arch, the elder blocks you with nonsense sounds and a gesture at her hat; your own lack of a hat seems to be a problem.
You're pulled back through time, leaving the guard's uniform behind.
Snowy ClearingWinter
> x cocoon.(The winter thread remains. There's no other threads.)
Let's explore this season starting with east of this clearing and going counterclockwise around the clearing.
> e.
Pine BarrensWinter
> x trees. x holes.
> e.
Snow-covered FieldWinter
Nothing here.
> w. nw.
Frozen ShoreWinter
> x seashell. take it.
> n.
Icy IslandWinter
> x airplane.(flyer for the Solar Crusade)
> take it. s. w. s.
At Hot SpringWinter
> x water. fill shell.
> e. s.
Rocky FissureWinter
> x outcropping. x crack.
> n. e.
Pine BarrensWinter
> pour water in holes. take bulb. x bulb.
> w.
Snowy ClearingWinter
> put bulb in cocoon.(A spring thread appears.)
> touch spring.
You're pulled forward in time. The seashell and airplane are left behind.
Forest ClearingSpring
> x doormat. x door. x window.
> s.
At Lava VentSpring
> x lava. n. e.
Calm PinesSpring
> x trees. x needles. e.
Ditch-in-ProgressSpring
> x mounds. x shovel. take it.
> dig mounds.(You make very little progress.)
> w. nw.
Muddy ShoreSpring
> x lake. x branch.(It's a fishing rod.)
> take rod. fish.(You fail to catch anything.)
> w.
North of HutSpring
> x man. x iron key. x roof. x ladder. x bootprints.
> save.
There's three ways to get the key from the hermit. You should save here, since some endings can only be reached based on if you helped or killed the hermit.
> push ladder —or— pull ladder.(Hermit falls, dies, and drops the key.)
> hook key —or— take key with rod.(You steal the key.)
> hold ladder —or— steady ladder.(Hermit finishes his work, gestures for you to follow, and heads east.)
If the hermit died, take the key:
> take key. x corpse. e. s.
Otherwise:
> e. s.
Forest ClearingSpring
If the hermit is here, he unlocks the door and goes inside, leaving the key in the keyhole. Take the key:
> x keyhole. take key. w.
Otherwise, unlock the door yourself:
> unlock door with key. w.
HutSpring
> x journal.(happy with isolation and lava)
> x gourd. take it.
> e.
Forest ClearingSpring
> put gourd in cocoon.(fall thread appears)
> put key under doormat.
> touch fall.(You're pulled forward; the rod and shovel are left behind.)
Base of StairsFall
If the hermit died, his funeral urn is now here:
> x urn.(Has image of hermit on it.)
If you helped the hermit, a bronze plaque is now here:
> x plaque.
Regardless:
> wear uniform. look under mat.(find rusty key)
> unlock door with key. w.
KitchenFall
> x sticky door. open it.(It's stuck closed with molasses.)
> x corn. x stove. x oil. x pot.
CAREFUL: Don't cook the kernels and the oil at the same time or you'll make a charred mess.
> put oil in pot.
> put pot on stove.(The pot's oil becomes hot.)
> put corn in pot.(You've made popcorn.)
> take pot.
> e. e.
Narrow HallwayFall
> give popcorn to worker.(She eats it, then gives you the sunflower seeds.)
> w.
Base of StairsFall
> put seeds in cocoon.(summer thread appears)
> put rusty key under mat.
> touch summer.(You're pulled backwards in time, leaving the pot, oil, and uniform behind.)
Building SiteSummer
> x door. x window.(see nothing)
> x mat. x block.(It's familiar?)
> n.
Sunny ShoreSummer
> x gull.(It has a yellow band on one ankle.)
> x rocks. w.
Room in ProgressSummer
> x carpenter.(She has a hammer tattoo and an actual hammer.)
> x hammer.
> x woodworker.(He has a brass lantern tattoo.)
> x door. x floor.
> open door. s.
Expanded HutSummer
> x clear stone. take it.
> open oak door. e. s.
Makeshift LaundrySummer
> x clothesline. x pot. x tape.("DANGER")
> x depression. x slab.(It's covering the lava.)
> x flask. take it. ne.
Lush ForestSummer
> x milkweed.(It has metamorphosis magic.)
> take it.(The cow blocks you.)
> x cow. x trees.
> give flask to cow.(It drinks!)
> push cow.(It falls over.)
> take milkweed. e.
Dirt RoadSummer
> x ditch. x dead tree.
> x chicken.(crossing the road over and over)
> x woodpecker.(laughing at the chicken)
> w. nw.
Sunny ShoreSummer
> throw quartz.(The gull carries it to the island.)
> s.
Building SiteSummer
> put milkweed in cocoon.(The cocoon becomes a butterfly on your shoulder. Now you can access the threads from anywhere.)
> touch winter.(You leave the flask behind.)
Snowy ClearingWinter
> n. n.
Icy IslandWinter
> touch spring.
Peaceful IslandSpring
Nothing grows here.
> touch summer.
Sun-baked IslandSummer
> x tree. x nest.(has quartz)
> x cone.(has indentation)
> put quartz in cone.
Light is refracted onto many things suggesting many color-to-number pairs: red 7, orange 5, yellow 6, green 2, blue 8, indigo 9, and violet 1.
> x compartment. open it. read notes.
You learn that one of the Order is a spy working for the Solar Crusade, using a messenger seagull. It's signed with heart containing a brass lantern; that's the woodworker!
> put quartz in nest.
> fall.
Barren IslandFall
> x octagon.("stop")
> winter. s. w. fall.
PantryFall
> x lockbox.(has seven dials, ROYGBIV)
> x red dial.(set to 0.)
> set red to 7. set orange to 5.
> set yellow to 6. set green to 2.
> set blue to 8. set indigo to 9.
> set violet to 1.(The lockbox opens.)
> x thyme. put it in butterfly.(The butterfly enlarges. You can now take items with you through time.)
> x jar. take it. open it.(The lid is stuck.)
Time to grab everything from everywhere.
> winter. se.
Snowy ClearingWinter
> take airplane and shell. w.
At Hot SpringWinter
> fill shell.
> pour water on jar.(You hear a pop.)
> open jar. close jar.
> e. spring.
Forest ClearingSpring
> take shovel and rod.
> summer.
Building SiteSummer
> take flask.
> fall.
Base of StairsFall
> wear uniform. e.
Narrow HallwayFall
There are two ways to obtain the worker's hat:
> hit worker with shovel.(She dies.)take hat.
> hook hat —or— take hat with rod.
> winter. nw. n. summer.
Sun-baked IslandSummer
> take notes.
> fall.
Barren IslandFall
> take octagon.
> winter. s. s. fall. u.
Ritual RoomFall
> wear hat. w.
ArmoryFall
> x dull scythe. x sharp scythe. x just scythe.
> take just.
> summer.
Sunny RoofSummer
> x egg. take egg.
> spring.
Shaded RoofSpring
> x Easter egg. take it.
> fall. e. e.
WorkshopFall
> x plant.(dirt disturbed by...?)
> x woodworker. x saw.
> take plant.(woodworker blocks you)
> w. n.
SanctumFall
If the hermit didn't die, he's here now. If you steadied his ladder, he gives you a blessing by touching your forehead.
> x hermit.(His tattoo is a ladder made of shovels.)
> x windows.(all about fire and fire-related creatures)
If the hermit is here, he prevents you from looking at the parchment. If you give the shovel to him, he runs off with the shovel, leaving the parchment unprotected. But since you might need the shovel for later, you might not want to do that.
> x parchment.(describes ritual about entering a new world via a pentagram of pure flame, free of acrid/polluting influences.)
> s. d.
Base of StairsFall
> save.
It's now time to decide how you want to end this. You have many options:
I'm assuming you earlier used hot water to pop the lid of the pickle jar.
> open jar.
> pour vinegar on fancy hat.
Actual lava starts erupting from the elder's hat!
*** You have saved the world from fire. (Ending 1/8) ***
Ending 2a: Defile the pentagram with rubber
Base of StairsFall
> winter. n. n. summer.
Sun-baked IslandSummer
> cut cone with scythe. x rubber.
> winter. s. s. fall. u.
Ritual RoomFall
> give notes to elder.(She goes and binds the journeyman woodworker in chains and drags him downstairs, then returns and thanks you.)
> e.
WorkshopFall
> take folded paper. x it.("...don't... ignite the pentagram.")
> dig with shovel. take handle. x it.
> w. d. s.
LaundryFall
> give handle to acolyte.(He installs and turns the valve. You hear a woosh upstairs, and he leaves excitedly.)
> n. u.
Ritual RoomFall
The pentagram is on fire. The acolyte bows to it. The elder gestures you northward.
> put rubber on pentagram.
*** You have saved the world from fire. (Ending 2/8) ***
Ending 2b: Defile the pentagram with hair
Base of StairsFall
> u.
Ritual RoomFall
> give notes to elder.(She goes and binds the journeyman woodworker in chains and drags him downstairs, then returns and thanks you.)
> e.
WorkshopFall
> take folded paper. x it.("...don't... ignite the pentagram.")
> dig with shovel. take handle. x it.
> w. d. s.
LaundryFall
> give handle to acolyte.(He installs and turns the valve. You hear a woosh upstairs, and he leaves excitedly.)
> n. u.
Ritual RoomFall
The pentagram is on fire. The acolyte bows to it. The elder gestures you northward.
> cut hair with scythe.
> put hair on pentagram.
*** You have saved the world from fire. (Ending 2/8) ***
Ending 2c: Defile the pentagram with vinegar
Base of StairsFall
> u.
Ritual RoomFall
> give notes to elder.(She goes and binds the journeyman woodworker in chains and drags him downstairs, then returns and thanks you.)
> e.
WorkshopFall
> take folded paper. x it.("...don't... ignite the pentagram.")
> dig with shovel. take handle. x it.
> w. d. s.
LaundryFall
> give handle to acolyte.(He installs and turns the valve. You hear a woosh upstairs, and he leaves excitedly.)
> n. u.
Ritual RoomFall
The pentagram is on fire. The acolyte bows to it. The elder gestures you northward.
> pour vinegar on pentagram.
*** You have saved the world from fire. (Ending 2/8) ***
Ending 3: Stop the gull from delivering its message
Base of StairsFall
> take pot and oil. w.
KitchenFall
> make popcorn. take popcorn.
> winter. e. n. n. summer.
Sun-baked IslandSummer
> give popcorn to gull. take gull.
> fall.
*** You have saved the world from fire. (Ending 3/8) ***
Ending 4: Kill the spy
Base of StairsFall
Assuming you have a weapon and the octagon.
> summer. e. e.
Dirt RoadSummer
> drop octagon —or— show octagon to chicken.
The hammering noise of the woodpecker summons the hammer-loving carpenter.
> w. w. nw.
Room in ProgressSummer
The apprentice woodworker is now alone.
> kill woodworker with scythe —or— kill woodworker with shovel.
*** You have saved the world from fire. (Ending 4/8) ***
Ending 5: Give the plans to the spy
Base of StairsFall
> u. n.
SanctumFall
If the hermit is here:
> give shovel to hermit.(He leaves.)
> take plans.
> s. d. summer. e. e.
Dirt RoadSummer
> drop octagon —or— show octagon to chicken.
The hammering noise of the woodpecker summons the hammer-loving carpenter.
> w. w. nw.
Room in ProgressSummer
The apprentice woodworker is now alone.
> give plans to woodworker.
*** You have saved the world from fire. (Ending 5/8) ***
Ending 6: Escape to another world
Base of StairsFall
> u
Ritual RoomFall
This ending only works if you steadied the hermit's ladder in the spring, then received his blessing in the sanctum. Otherwise the flames burn you; see ending 7.
> enter pentagram.
*** You have escaped the destruction of the world. (Ending 6/8) ***
Ending 7: Burn to death
Base of StairsFall
> u.
Ritual RoomFall
This ending only works if either the hermit is dead, or you never received his blessing in the sanctum.
> enter pentagram.
*** You have gone up in flames. (Ending 7/8) ***
Ending 8: Die trying to kill the spy
Ritual RoomFall
> summer. nw.
Room in ProgressSummer
Assuming the carpenter is still here.
> kill woodworker with scythe —or— kill woodworker with shovel.
The carpenter foils your attempt, then kills you.
*** You have died. (Ending 8/8) ***
Extras
Characters
People:
An acolyte is poking at a pipe in the laundry (Fall). He has a screwdriver and a red flame tattoo.
A worker is mopping the floor in the narrow hallway (Fall). She has a fancy hat, sunflower seeds, a mop, and a popcorn kernel tattoo.
An elder is tracing etchings with holy oil in the ritual room (Fall). She's wearing a fancy hat (suggesting a volcano) and her tattoo is an orange box with a forearm gripping a mallet, which is a reference to Arm and Hammer baking soda.
A hermit is mending the roof while on an unsteady ladder at "North of Hut" (Spring). He has an iron key. If you kill him, his urn will now be at "Base of Stairs" (Fall), but if you help him by steadying the ladder, a bronze plaque commemorating your deed is now at "Base of Stairs". He'll also be in the Sanctum (Fall), and anoint your forehead with ash when you first see him there. His older self has a tattoo of a ladder made of shovels.
A carpenter is nailing boards in the room in progress (Summer). She has both a hammer and a hammer tattoo.
An apprentice woodworker is taking measurements in the room in progress (Summer). He has a brass lantern tattoo. In the Fall, he is now a journeyman woodworker sawing wood in the worshop where he now has a sash and a saw. The notes reveal him to be a spy from the Solar Crusade.
A gull is picking up shiny rocks on the sunny shore (Summer). It has a yellow band on one ankle.
A cow is investigating the milkweed in the lush forest (Summer).
A chicken is repeatedly crossing the dirt road (Summer).
A woodpecker, also at the dirt road, is laughing at the chicken.
Groups mentioned:
The Federal Bureau of Druids set you on your mission to stop the Order from turning the world's cities into ash.
The Order of the Fiery Doom have set up their compound at the site of the hermit's hut. The hermit is the head of the Order.
The Solar Crusade is another group opposing the Order. The paper airplane tells you about it, and the notes reveal that the woodworker is a member of the Crusade spying on the Order.
Credits
This is the response to CREDITS:
Seasonal Apocalypse Disorder is Copyright 2020 by Zan and Xavid <email redacted>. It may be distributed for free, but not sold or included in any for-profit collection without written permission from the authors.
Much thanks to Sarah Tuttle, the Pretzings, and Thomas Mack for testing and feedback.
if you throw the open jar of pickles at the elder's fancy hat. Or you can just pour the vinegar on the fancy hat. The hat erupts with lava, destroying the compound! The elder's tattoo is meant to be a hint towards this ending; you're supposed to think about the common science fair display of a miniature volcano made with baking soda and vinegar.
You have saved the world from fire. (Ending 2/8)
if you put vinegar, rubber, or hair on the flaming pentagram. Any of these smelly impurities ruins the pentagram's magic.
You have saved the world from fire. (Ending 3/8)
if you bring the seagull from Summer to any other season. With the gull gone, the woodworker never sends his message to the Crusade, and without the Crusade threat, the Order doesn't enact their ritual. At least, not this year.
You have saved the world from fire. (Ending 4/8)
if, at "Room in Progress" (Summer), after luring away the carpenter with hammering sounds elsewhere (see octagon) so she can't interfere, you kill the apprentice woodworker (using the scythe, for example). With the woodworker dead, he never sends his message to the Crusade, and without the Crusade threat, the Order doesn't enact their ritual. At least, not this year.
You have saved the world from fire. (Ending 5/8)
if, at "Room in Progress" (Summer), after luring away the carpenter with hammering sounds elsewhere (see octagon) so she can't interfere, you give the ritual plans to the apprentice woodworker. The Crusade attacks the Order before the Order can enact their ritual.
You have escaped the destruction of the world. (Ending 6/8)
if you enter the pentagram in the ritual room after receiving the hermit's blessing. To get his blessing, first STEADY THE LADDER for him in the Spring, then revisit him in the sanctum (Fall) where he anoints your forehead with ash. In this ending, you and the Order escape to another world while your home planet burns.
You have gone up in flames. (Ending 7/8)
if you enter the pentagram in the ritual room without any blessing.
You have died. (Ending 8/8)
if, at "Room in Progress" (Summer), you try to kill the apprentrice woodworker (using the scythe, for example), while the carpenter is still there. The carpenter kills you.
Inventory
All seasons
Note that most items do not travel through time with you, and that you'll leave most things behind when you try. These are the few things that do travel between the seasons.
a druidic suit. You're wearing it.
You never remove it. When you wear the guard's uniform, it goes over the druidic suit.
the mystical butterfly. This is originally the mystical cocoon at Base of Stairs (Fall). It becomes a butterfly when you put the milkweed into the cocoon.
Put plants into the cocoon to enhance its abilities.
The cocoon/butterfly holds all the seasonal threads. Whenever you touch a thread, you travel through time to that season. You do not move geographically.
Because the butterfly is on your shoulder, you can now access the seasonal threads from anywhere. The cocoon cannot be taken or moved.
After inserting the thyme into the butterfly, the butterfly's aura enlarges, enabling you to carry all of your inventory to other time periods. Before then, you auto-drop all your other inventory when you time travel.
a fishing rod. It's the whittled branch on the muddy shore.
At "North of Hut", you can HOOK KEY (with the rod) or TAKE KEY WITH ROD to obtain the iron key.
In the narrow hallway, you can HOOK HAT to take the hat from the worker!
an iron key. At "North of Hut", an unkempt man on an unsteady ladder is carrying the key.
One way to obtain the key is to push or pull the ladder. The man falls and dies and drops his key.
Another way is to use the fishing rod to HOOK KEY or TAKE KEY WITH ROD.
The third way is to STEADY THE LADDER. The hermit is pleased with you and unlocks the hut door for you, leaving the key in the door's keyhole.
The key unlocks the hut's door, of course.
If you put the iron key under the forest clearing's doormat, then, at the base of stairs in the fall, you'll find a rusty key under the mat.
Alternatively, you can put the key in the vent (At Lava Vent) and destroy the key. Now the door is never locked again in any season.
a shovel. It's at the ditch-in-progress.
In the workshop (Fall), you can dig the potted plant (with the shovel) to find the handle, but only if you first got rid of the journeyman woodworker by showing the notes to the elder. Obviously, the woodworker hid the handle in the plant in his attempt to stop the ritual.
You can also use the shovel as a weapon to kill either the apprentice woodworker (Summer) or the mopping worker (Fall).
In the sanctum (Fall), give the shovel to the hermit to get him to leave the room. You can now take the plans. (As near as I can tell, the robed hermit is now nowhere.)
a bound journal. It's in the hut.
Read it. It tells you that the hermit is pleased with this location, and that he wants either a ladder or shovel tattoo.
an Easter egg. It's on the shaded roof. To get there, time-travel from the armory (Fall).
This bonus object is just a gift from the author, rewarding you for visiting a difficult-to-reach location. See also Fourth of July egg.
From Summer
a piece of quartz. It's the clear stone on a windowsill in the expanded hut.
At the sunny shore, throw the quartz or give it to the seagull. The gull carries the quartz to a nest on the sun-baked island.
On the sun-baked island, put the quartz into the strange orange cone. The refracted light shows seven color/number pairs. Back in the pantry (Fall), set the colored dials to the numbers indicated by the quartz to unlock the lockbox.
a flask (full of whisky). It's in the makeshift laundry.
In the lush forest, give the flask to the cow. It drinks the whisky! Now you can push the cow over and take the milkweed.
When the flask is empty, you can fill it with other liquids, such as lake water.
In the workshop, water the plant to reveal a handle.
a milkweed. It's in the lush forest, but a cow won't let you take it.
Give the flask of whiskey to the cow. It drinks the whisky! Now you can push the cow over and take the milkweed.
some mysterious notes. They're inside the compartment on the sun-baked island.
Read them. You learn that one of the Order is a spy working for the Solar Crusade, using a messenger seagull. It's signed with a heart containing a brass lantern; that's the woodworker!
a Fourth of July egg. It's on the sunny roof. To get there, time-travel from the armory (Fall).
This bonus object is just a gift from the author, rewarding you for visiting a difficult-to-reach location. See also Easter egg.
a seagull. It's on the sunny shore.
Give the quartz to the gull, and it will take it to the sun-based island.
If you give popcorn or pickles to the seagull, it'll let you take it.
If you take the gull to any other season, the ritual never happens because the woodworker never sends a message (via the gull) to the Crusade about the Order (ending 3).
From Fall
a guard's uniform. It's in the laundry room.
Wear it over your druidic suit. Now you look like you belong here, and the mopping worker (Fall) will now let you go past her into the storage room, for example.
You should be wearing both the uniform and the hat if you want to visit the side-rooms upstairs.
the branch of holly. Find it by examining the firewood in the storage room.
At the base of stairs, put the holly into the mystical cocoon. The cocoon transforms the holly into a winter thread.
a rusty key. It's an older version of the iron key from the spring. If you put the iron key under the forest clearing's doormat, the rusty key will be under the base of stairs's mat.
Of course, the rusty key unlocks the door at the base of stairs.
a handful of corn kernels. There's a basket of corn kernels in the kitchen providing an endless supply of kernels. Take a handful of kernels at a time.
some delicious-looking popcorn. Make popcorn in the kitchen.
First, put some oil in the pot, then put the pot on the stove so the oil's hot. Second, put corn kernels in the pot. The kernels pop. Take the popcorn.
CAUTION: If you put both the oil and kernels into the pot and then put the pot on the stove, you'll make a charred mess instead.
Amusingly, you can simply MAKE POPCORN if everything you need is available. You don't have to go through the individual steps.
In the narrow hallway, give the popcorn to the worker with the popcorn kernel tattoo. She gives you the sunflower seeds in exchange.
some sunflower seeds. The worker in the narrow hallway has some seeds.
Give the popcorn to the worker. She gives you the seeds in exchange.
a red octagon. It's on the barren island. It says "stop".
On the dirt road, either show the octagon to the chicken or drop the octagon. The chicken stops crossing the road, the woodpecker makes a hammering sound, which summons the hammer-loving carpenter. This leaves the apprentice woodworker alone in the "room in progress" if you want to either kill him or give the ritual plans to him.
a pickle jar containing some pickles and vinegar. It's in the pantry.
Pour some hot water (see seashell) on the jar to unstick the lid. Now you can open the jar.
Alternatively, just put the jar in the hot spring to unstick it; you don't need the seashell for this.
In the ritual room, you can pour vinegar on the elder's fancy hat, leading to ending 1.
In the ritual room, you can pour vinegar on the flaming pentagram to befoul its fire, leading to ending 2.
Give some pickles to the seagull to gain its trust. Now you can take the gull.
some fresh thyme. It's in the locked lockbox in the pantry.
To unlock the lockbox, set the colored dials to the appropriate numbers as clued by the quartz. The numbers are not randomized. Set the red dial to 7, orange to 5, yellow to 6, green to 2, blue to 8, indigo to 9, and violet to 1.
Put the thyme into the mystical butterfly. The butterfly's aura enlarges, enabling you to carry all of your inventory to other seasons.
a ridiculous hat. The worker in the hallway is wearing it.
One way to get the hat is to hit the worker with the shovel or scythe. The worker dies, and you can take the hat.
Alternatively, you can HOOK HAT (using the fishing rod) to obtain the hat.
While wearing the hat and uniform, you can explore the side-rooms upstairs.
a mop. The worker in the hallway is using it.
If you kill the worker to get the hat (see hat), you can easily take the mop.
I don't know of any use for the mop.
the ritual plans. They're in the sanctum.
If the hermit is in the sanctum, he blocks you from even looking at the plans. If you give the shovel to him, the hermit leaves with it.
In the room in progress, after getting the carpenter out of the way (see octagon), give the plans to the apprentice woodworker. This action results in ending 5, where the Crusade attacks the Order before the Order can enact their fiery ritual.
If you try to give the plans to the journeyman woodworker in the workshop, he sighs and hands them back. The Fall is too late for the Crusade to stop the ritual.
a just right scythe. It's in the armory.
The scythe is a weapon. You can try to kill the apprentice woodworker (Summer) or mopping worker (Fall) with it.
On the sun-baked island, cut the cone with the scythe to obtain some rubber.
You won't take the other two scythes in the armory; one is too dull, the other is too sharp.
a folded paper. It's in the workshop.
Read it; it tells you not to ignite the pentagram.
a saw. The journeyman woodworker is using it in the workshop.
The woodworker leaves the saw on the workbench if you turn the elder against him by showing the mysterious notes to her.
You have no use for the saw; it's not very sharp. Use the scythe for cutting instead.
a handle. It's hidden in the potted plant in the workshop.
You can't mess around with the potted plant while the woodworker is there. Show the notes to the elder, and she'll chain him up and drag him to the dungeon.
To find the handle, either water the plant (see flask), or dig (using the shovel).
In the laundry, you can give the handle to the acolyte. He installs and turns the valve. Now the pentagram in the ritual room is on fire. Or you can turn the valve with the handle yourself. You don't need to involve the acolyte.
a bit of rubber. On the sun-baked island (Summer), cut the cone with the just right scythe to obtain some rubber.
In the ritual room, put the rubber on flaming pentagram to spoil the ritual (ending 2).
the support of Robin Johnson, Ville Lavonius, Andrew Schultz, Kenneth Hon, Carl Muckenhoupt, Mark Musante, Phil Tatro, Mitch, Peter Berman, and Zeke Pabski;
the generous support of Janice M Eisen, Matthew Foxley, Thomas Insel, and Marius Müller;