Yet again, you are Ryan Veeder's invited guest to an evening of spooky storytelling at Castle Balderstone. From the world of Marshal Trevino, Antonio F. Karnack will narrate the story of a health inspector. Miss Shiroiwa's third grade class from Silas Elementary will present "The Banshee's Curse". Elmir Divkovic will read another of his intricate vampire-tales. And you there, YOU will tell a story as well.
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.
Ryan Veeder greets you. If you previously started the game and quit before finishing, he calls you a coward. Regardless, he welcomes you to Castle Balderstone's third year of spooky storytelling.
After the fourth story is finished, there are some closing remarks. But then the lights in Castle Balderstone fail, and the game itself abruptly closes.
Your story
Thomas Ligotti insists that you tell a story. The moderator agrees, so Ryan pulls you into a...
Musty Hallway
...to ask you several quick brainstorming questions. During this question-and-answer sequence, all the normal commands, including QUIT, don't work and are considered answers to Ryan's questions.
By the way, there's nothing special about my answers. Feel free to answer the questions however you like.
girl's name? > Barb
inanimate natural object? > acorn
object with wheels, but not a car? > plumbing
creepy adjective? > unwholesome
innocuous object, neither too big or small? > suitcase
old adjective? > antique
respectable job title, but not impressive? > floor manager
creepy location? > Necropolis
small object that can pick a lock? > brooch
nice adjective, for person? > pleasant
horrifying object, smaller than SUITCASE? > withered skull
boring people adjective? > pathetic
dangerous household object? > fireplace
large-ish container? > crate
cute dessert? > Black Forest cake
typically dry substance? > salt
boring US state or location? > New Brunswick
ominous adjective? > lurking
desirable personal trait? > talented
cute handheld animal? > tribble
metal type? > aluminum
body part? > bladder
upsetting color? > umber
fluid adjective? > viscous
container smaller than a drawer? > envelope
your authorship name? > Keyan D Compass
four words from a rhyme or a poem? > here we go 'round
> any key
First, here's how to play your story with my choices:
Ryan Veeder Presents Here We Go 'round by Keyan D Compass
Necropolis
> x me. i. x acorn. z.
A plumbing rolls into view and talks.
> x crate. x plumbing.(It has a bladder sticking out.)
You find a fireplace behind you.
> open crate. take suitcase. take skull.(Nope.)
> x fireplace. i.(You're carrying it.)
> throw fireplace at plumbing.(It's all salt now.)
> x salt.(You find a tribble.)
> take tribble.(It coughs up a key.)
> unlock acorn with key. open acorn.
> enter acorn.(She wakes...)
Room
> x bed. x table. open drawer.
> open envelope. unlock door with brooch. open door.
The plumbing says, "Let's get out of here."
*** The End ***
And here's how to play your story with Madlib-variables. You'll have to replace the variables with your choices because I don't know how you answered Ryan's questions.
Ryan Veeder Presents FOUR-WORDS-FROM-POEM by AUTHORSHIP-NAME
CREEPY-LOCATION
> x me. i. x NATURAL-OBJECT. z.
An OBJECT-WITH-WHEELS rolls into view and talks.
> x LARGISH-CONTAINER. x OBJECT-WITH-WHEELS.(It has a BODY-PART sticking out.)
You find a DANGEROUS-OBJECT behind you.
> open LARGISH-CONTAINER. take INNOCUOUS-OBJECT. take HORRIFYING-OBJECT.(Nope.)
> x DANGEROUS-OBJECT. i.(You're carrying it.)
> throw DANGEROUS-OBJECT at OBJECT-WITH-WHEELS.(It's all DRY-STUFF now.)
> x DRY-STUFF.(You find a CUTE-ANIMAL.)
> take CUTE-ANIMAL.(It coughs up a key.)
> unlock NATURAL-OBJECT with key. open NATURAL-OBJECT.
> enter NATURAL-OBJECT.(She wakes...)
Room
> x bed. x table. open drawer.
> open SMALL-CONTAINER. unlock door with LOCKPICK. open door.
The OBJECT-WITH-WHEELS says, "Let's get out of here."
*** The End ***
Everyone is speechless. Return to the framing story.
"A Nice Drive" by Antonio F. Karnack
Antonio F. Karnack tells his story from the world of Marshal Trevino, but not about Marshal directly. The protagonist is Christopher Gill, a health inspector with a clipboard.
Ryan Veeder Presents A Nice Drive A new story from Antonio F. Karnack's Marshal Trevino universe
Parking Lot
> x me. i. x pad. x can. x store.
> ne.
Entryway
> x slime.(beige)
> x snacks. x tchochkes.
> ne.
Counter
> x spider. x counter.(more slime)
> talk to spider.(It crawls out of sight.)
> x mirror. x door.(both clean)
> ne.
Food Court
> x kid. wake kid.(skin like clay)
> take key. x key.
> x sauce. x tables.(crud build-up)
> x register.("CLOSED")
> sw. se.
Figurines
> x figurines. x spiders.(Lots of tiny ones.)
> nw.
Counter
> nw.(locked)
> unlock door with key. nw.
Office
> close door.
> x desk. x blotter.
> x cabinet. open cabinet. x keychain. take it.
> x northwest window.(See a windmill.)
> x southeast window.(See store through the one-way mirror.)
> se. sw. sw.
Parking Lot
> x car. x sticker.
> nw.
Field
> x rabbit. x stars. x spotlight.
> x windmill.(vanes weren't turning in the wind)
> ne.(The rabbit bolts.)
Windmill
> x windmill. x hatch. unlock hatch with keychain.
> nw.
Cavity
> x guy.(had something in his mandibles)
> talk to guy.(He lowers himself and asks:)
"... have to give me a citation?" > yes
He takes his copy and says "Thank you."
> x slime.(Luikx's webbing.)
> se.
*** The End ***
After the applause, someone comments about a story element being similar to last year's story by Johanna C. Quinn. Return to the framing story.
"The Banshee's Curse" by Miss Shiroiwa's third grade class
A group of eight-year-olds ascend the dias, herded there by their teacher, Miss Shiroiwa. (You may remember Hina Shiroiwa from A Rope of Chalk.) The kids co-wrote this story, and one of them, Daniella Florence, is your narrator.
Ryan Veeder Presents The Banshee's Curse By Miss Shiroiwa's third grade class
School
> look. x me. x Chloe. x bed.
> x map. take map.
> x chalice. take chalice.
> e.
Graveyard
> x dog. x trees. x stars.
The stars were lasers that killed Leana and Garrin.
Lake of the Dead
> x skeletons. x coffin. x water.
> x cave.(Goes down underneath the lake.)
> d.
Twisted Cave
> x dragonfly. cut web.(The dragonfly will follow Garrin forever.)
> d.
Garden of Doom
> x plants. x fern. take fern. put fern in chalice.
> u. out. w.
Goblin Court
> d.
Coal Mine
> take coalflower. x it. put it in chalice.
> u.
Goblin Court
> talk to king.(You return to life.)
School
> w.
Museum
> x mummy. x sarcophagus.
> take dust.(The dragonfly distracts the mummy.)
> put dust in chalice.
> e. e. e.
Haunted House
> x garden. x odd stone.(Last ingredient is east of house!)
> x horse. x chains.
> e.
Cherry Orchard
> x cherry. take cherry.
> put cherry in chalice.
They cure Chloe and the banshee swears revenge.
*** The End ***
Someone questions the wisdom of bringing children to a late-night horrorfest like this. The teacher blames Ryan, but the moderator runs interference and gets more applause for the kids as they leave. Return to the framing story.
"The Inquisitor Vultrine" by Elmir Divkovic
Elmir Divkovic prefaces his story with a brief forward to acclimate you to his world of carefully-crafted vampire-tales.
Ryan Veeder Presents The Inquisitor Vultrine A vampire-tale by Elmir Divkovic
Gateway
In this story, you'll be collecting several weapons, each of which you can only use once. Each weapon has an attack power number; the higher the number, the more damage it does.
> x me. i. x cape. x dagger.
> x grotesques.(bat or fox?)
> x bat. x fauchard. take it.
> x fox. x guisarme. take it.
> x rain. x braziers. x gate.
> e.
Audience Hall
> x scimitar. take it.
> x Marquis. x balcony. x pit. x wall.
> d.
Pit
> x mace. take it.
> x guests. x battleaxe. take it.
> e.
Tunnel
You're not told how much health or hit points (HP) each creature has, and the exact numbers for the stronger weapons and creatures can vary a bit from one play-session to another. But I'm reasonably sure the stag-beetle has 5 HP.
If, somehow, my suggested weapons fail to defeat a particular foe, please continue to hit the stubborn monster with one or more of your lesser weapons until it's gone. You've got this.
> x beetle. kill with battleaxe.
> x cape. x horn. take it.
> x gloves. take them.
> x flagstones. pull flagstones.(can't)
> e.
Crypt
> x statue. x rod. take it.
> x casket. x lens. x gladius.
> open casket. break casket.(can't)
> x archway.
> u.(You put on the gloves to climb to...)
Lounge
> a flail. take it.
> x cinqueda. take it.
> x curtains. x candelabrae. x door. open it.(locked)
> e.
Hall of Feasting
> x Sectiert. x cutlass.
> x table. x carving knife. take it.
> kill with horn. kill with carving knife.(Sectiert dies, melts, then evaporates.)
> take cutlass and key. x key.
> e.(can't)
> x glass.
> w.
Lounge
> unlock door with key. w.
Great Stair
You'll need the gloves to reach the arms high on the wall.
> x stair. x arms.
> x Thembriaud. take it.
> x Harcheque. take it.
> u.
Gallery
> x portrait. x statue. x tree. x case.
> unlock case with key. open it. x armor.
> x katana. take it.
> x wakizashi. take it.
> x glass. x door. unlock door with key.
> e.
Master Bedroom
> x bed. look under bed.
> x chamber pot. x machete. take it.
> x fireplace. x poker. take it.
> x tapestry. search it.(East exit revealed.)
> e.
Hidden Passage
> x suit.(has the same glyph as on the Tunnel flagstones)
> kill with Harcheque. kill with katana.
The suit crumbles, dropping its greatsword. You automatically take two motes of magic: a word of animation and a word of injunction.
> x cape. x greatsword. take it.
> x animation. x injunction.
> x lever. pull it.(A stairway down to Hall of Feasting is created.)
> w. u.
Parapet
> x Nephreine. x harp. take it.
> x Alithedora. x stick. take it.
> w.(A noxious odor blocks you.)
> u.
Roof
> x tower. x gap. x bricks. x brick. take it.
Go back to the tunnel:
> d. d. w. d. e. d. w.
Tunnel
To use the word of animation here, simply go down.
> d.
Ancient Tomb
> x floor. x sarcophagus.
> x urn.(which?)
> x northern urn. open it. x quicksilver.
> open ne urn. x tablet.
> open e urn. x gem.
> open se urn. x brain.
> open sw urn. x needle. take it.
> open w urn. x idol.
> open nw urn. x thorn.
> open sarcophagus.(A mummy emerges, wielding a blade.)
> x mummy. x torc.
> kill with needle. kill with greatsword.
> kill with poker. kill with injunction.(The mummy crumbles.)
> x blade. take it.
> x athame. take it.
> u. w. u. u.
Balcony
> x Marquis. x scythe.
> x railing. x statue. x sickle. take it.
> kill with blade. kill with cutlass.
The specter-Marquis dissipates. You also acquire a ghost-form.
> take scythe. x form. x cape.
> e. d. e. d.
Crypt
> take lens and gladius. wear lens.
> u. e. e.
Hedge Maze
You climb onto the hedge-wall on entry.
> x hedge.
> x fountain. x sundial.
> x column. open panel. x trident. take it.
> x skeleton. x handaxe. take it.
> e.
Rose Garden
> x roses. x vines. x woman.
> kill with trident. kill with handaxe.
> kill with gladius.
> x vine. take it.
> take rose. x twig.
> w. w. u. w. u. w.
Laboratory
> x page.(A famulus blocks you.)
> x famulus. kill with vine.
> kill with poleaxe. kill with mace.
The famulus pops out of existence. You acquire a word of vexation.
> x vexation. x page. take it.
> x bookshelves. x vial. take it.
> x diagrams. x darkness. x miasma. x workbench.
> x cape.
> e. d. e. d. w. d.
Crypt
You use the athame and glyph of interruption to enter the eastern archway.
> e.
Grotto
> x stalagmites.
> take sword. g. g. x rapier.
> x mist. x pool.(A Nemertean greets you.)
> x Nemertean. talk to Nemertean.
> kill with vexation. kill with vial.
> kill with flail. kill with harp.
The Nemertean leaves by collapsing.
> x membrane. take it.
> x pincer. take it.
> w. u. e. u. w. u. u.
Roof
> wear membrane. u.
Floating Tower
> x Marquis. x vortex.
> kill with pincer. kill with rapier.
> kill with machete. kill with rod.
*** The End ***
One audience member complains this "vampire tale" had nothing to do with vampires. Elmir Divkovic uses this uncomfortable moment to plug his book of vampire-tales. Return to the framing story.
Extras
Characters
Castle Balderstone participants
Ryan Veeder is the author of this game, but he's also your host and guide to this event.
You, of course, are Ryan Veeder's invited guest.
Antonio F. Karnack is best known for his dark-urban-fantasy stories starring Marshal Trevino. His tale, "A Nice Drive", is set in that universe but does not actually feature Trevino.
Miss Shiroiwa and several kids from her third grade class at Silas Elementary co-wrote "The Banshee's Curse". One eight-year-old girl, Daniella Florence, narrates their tale.
Elmir Divkovic, noted for his intricate worldbuilding, is the author of Elmir Divkovic's World of Vampire-Tales. Tonight, he reads a vampire-tale called "The Inquisitor Vultrine".
The moderator asks the audience if they have any questions for the author who just told a tale.
Johanna C. Quinn, who told a story last year, is in the audience.
Thomas Ligotti is an author who objects to your attendance.
Other unnamed authors of spooky stories are here. However, Allison Chase seems to be absent this year.
Characters in your story
A female protagonist, a respectable worker from a boring location, is in a creepy location that she thinks she's been in before.
A talking wheeled object with a weird appendage starts making unpleasant advances towards our protagonist.
A cute tiny animal can be found in the dry remains of the shattered wheeled object.
A man's voice, via the intercom, asks you about your dream.
Another voice, claiming that you're their wife, begs you to open the door so they can take you home.
Characters in "A Nice Drive"
Christopher Gill is a health inspector and the protagonist in this story.
A giant spider is on the store's counter.
Lots of tiny spiders are crawling all over the store's figurines.
A teenage kid, an employee at the store, lies unconscious in the food court.
A rabbit is briefly seen in the field behind the store.
Mister Luikx, the eight-legged proprietor of the convenience store, lives in the windmill out back. He accepts your citation with equanimity.
Characters in "The Banshee's Curse"
Leana and Garrin are the child protagonists working together in this story.
Chloe is an exchange student from Ireland who was cursed by the banshee.
A ghost dog is digging up bones in the graveyard. It's friendly.
Skeletons are carrying a coffin across the Lake of the Dead. A dead body is in the coffin, and the lake has dead faces in it.
The Goblin King and other goblins are in the Goblin Court. The king will bring you back to life if you can answer his riddle.
A dragonfly is trapped in a spider web. It's pure of heart.
A mummy is in its sarcophagus in the museum. Its touch can kill you.
A skeleton horse and carriage wait outside the haunted house.
Mentioned:
A banshee cursed Chloe and vows revenge after Chloe is cured.
An evil spider trapped the dragonfly.
A selkie is engraved on the chalice.
A girl inside the carriage wants you to be at her Halloween birthday party... forever.
Characters in "The Inquisitor Vultrine"
The Inquisitor Vultrine is the player-character in this story. He enforces the true law, and is ranked among the best Inquisitors.
A specter, impersonating the Marquis, mockingly greets you from the balcony when you enter the Château Semix.
A huge stag-beetle blocks your way in the tunnel.
Sectiert du Noyes confronts you in the Hall of Feasting. He claims to be a human in the employ of the Marquis of his own free will.
An animated suit of armor threatens you in the hidden passage.
A fanged mummy emerges from the ancient tomb's sarcophagus.
Mandragora, a plant-woman, defies you in the rose garden.
A melliphytic famulus interferes with your investigations in the laboratory.
A Nemertean is swimming in the grotto's pool. Nemerteans are telepathic creatures from another sphere who discovered the principle of melliphysis and freely instruct others on its uses, uncaring about the harms that melliphysis causes.
The Marquis Semix defiantly awaits you in his floating tower.
Mentioned:
The Orthodoxy is some sort of ruling body to whom Inquisitors answer to.
High Inquisitor Urimedonte was Vultrine's mentor. The white dagger was a gift from her.
Clarienne is a miracle-worker at mending capes.
Some unworthy guests are decaying at the bottom of the pit.
Æternitas is the sister of Death, depicted as a winged skeleton in the crypt.
A previous Marquis Semix wielded the poleaxe Thembriaud in the Battle of Noyes. He and the bandit captain Elandrique are portrayed on the tapestry in the bedroom.
The werewolf Cornegule was beheaded by the sword Harcheque in 1207.
Barthenoïde Aguenisse painted the flattering portrait of the Marquis in the gallery.
Gaspard Oindré was petrified in 1709; his "statue" is in the gallery.
The ur-vampiress Ëstreg, Ixaron, and Nivemes are mentioned on the family tree in the gallery.
Yvenne d'Abelune wrote The Scarred Palm. Two of its heroines, Nephreine and Alithedora, have statues on the parapet.
A skeleton lies rotting in the hedge maze.
Udolphon was the first Inquisitor assigned to investigate the Marquis. His rapier is in the grotto.
If you're interested in my other games or the other stuff I do, my website is rcveeder.net, my Twitter is @rcveeder, my email address is email redacted, and my Patreon is patreon.com/rcveeder. Okay bye!)
Inventory
female protagonist's items (from your story)
a dangerous object. After a few turns in the creepy location with the object with wheels, you'll notice and take the dangerous object behind you.
Hit the object with wheels with the dangerous object. The object with wheels turns into dry stuff.
an innocuous object. It's in the largish container.
To your horror, you find a horrifying object inside the innocuous object!
a cute animal. Find it by examining the dry stuff.
some mummy's dust. It's in the sarcophagus in the Museum, but it's guarded by a mummy.
If you have the dragonfly, it distracts the mummy so you can take the dust.
Put the dust in the chalice. It's one of the ingredients for the potion cure.
a giant dragonfly. It's caught in a web in the Twisted Cave.
When you examine the dragonfly, the game tells you that Garrin has a pocket knife. Cut the web to free the dragonfly. It will now follow Garrin forever.
In the Museum, the dragonfly distracts the mummy so you can take the dust.
a Forever Fern. It's in the Garden of Doom.
Put the fern in the chalice. It's one of the ingredients for the potion cure.
a coalflower. It's in the Coal Mine.
Put the coalflower in the chalice. It's one of the ingredients for the potion cure.
a magic cherry. It's in the Cherry Orchard.
Put the cherry in the chalice. It's one of the ingredients for the potion cure.
Honorable Mention:
a pocket knife. Garrin uses one to cut the spider web in Twisted Cave. This knife is not mentioned in your inventory.
The Inquisitor Vultrine's weapons
Each weapon has an attack power (AP) and each weapon can only be used once. To defeat a foe, kill them with weapons whose attack powers sum to a number equal to or higher than your foe's health (HP). Unfortunately, you don't know the HP of any creature without experimenting and finding out by trial and error the minimum AP required.
Weapons are listed in the order acquired in this walkthrough. Which weapons you use against which creatures doesn't matter as long as your total attack power is sufficient.
CAUTION: Minor variations in attack power can occur. I have no idea why attack power values are randomized, but some of them are. Perhaps Elmir wants to make it more difficult for me to write an accurate walkthrough? Sigh. Treat all my listed numbers as approximations, okay?
a white dagger (AP:1). Vultrine is carrying it.
a fauchard (AP:2). This polearm is held by the bat-faced grotesque in the Gateway.
a guisarme (AP:2). This polearm is held by the fox-headed grotesque in the Gateway.
a scimitar (AP:2). It's in the Audience Hall.
a mace (AP:3). Its in the pit.
a battleaxe (AP:5). Find it by examining the guests in the pit.
a beetle horn (AP:4). The stag-beetle in the Tunnel drops the horn after you defeat it.
a metal rod (AP:4). A statue of Æternitas holds it in the Crypt.
a flail (AP:3). It's on the long couch in the Lounge.
a cinqueda (AP:3). It's on the long couch in the Lounge.
a carving knife (AP:2). It's on the table in the Hall of Feasting.
a cutlass (AP:2). It's dropped by Sectiert in the Hall of Feasting when you defeat him.
Thembriaud (AP:5). This poleaxe is part of the arms in the Great Stair. You need the gloves to reach it.
Harcheque (AP:6). This longsword is part of the arms in the Great Stair. You need the gloves to reach it.
a katana (AP:5). It's in the display case in the Gallery. Unlock the case with the master's key.
a wakizashi (AP:3). It's in the display case in the Gallery. Unlock the case with the master's key.
a machete (AP:3). Find it by looking under the bed in the Master Bedroom.
a silver poker (AP:3). Find it by examining the fireplace in the Master Bedroom.
a greatsword (AP:5). The animated suit of armor drops it in the Hidden Passage when you defeat it.
a word of injunction (AP:4). You acquire it when you defeat the animated suit of armor in the Hidden Passage.
a copper harp (AP:4). Find it by examining the statue of Nephreine on the Parapet.
a copper walking stick (AP:4). Find it by examining the statue of Alithedora on the Parapet.
a jagged brick (AP:2). It's one of the loose bricks on the Roof.
an ivory needle (AP:6). It's in the southwestern urn in the Ancient Tomb.
a stone blade (AP:7). The mummy, from the Ancient Tomb's sarcophagus, drops it when you defeat him.
a sickle (AP:2). A horned statue on the Balcony holds it.
a scythe (AP:3). The false Marquis on the Balcony drops it when you defeat him.
a gladius (AP:4). It's in the glass casket in the Crypt. You need the form of a ghost to take it.
a trident (AP:6). It's inside the Doric column in the Hedge Maze. Open the column's panel with the word of animation to reveal it.
a magic handaxe (AP:5). It's held by a skeleton in the Hedge Maze.
a thorn whip (AP:7). The plant-woman Mandragora, in the Rose Garden, drops this deadly vine when you defeat her.
a word of vexation (AP:9). You acquire this spell when you defeat the famulus in the Laboratory.
a vial of hythic acid (AP:6). Find it by examining the bookshelves in the Laboratory.
a white rapier (AP:8). It's embedded in a stalagmite in the Grotto. Try to take it three times; on the third attempt, you succeed.
a Nemertean pincer (AP:11). It's left behind by the Nemertean when you defeat it in the Grotto.
The Inquisitor Vultrine's other items
a silk cape. Vultrine is wearing it.
The cape will get more and more damaged with every battle. It will be restyled as a torn cape, a badly torn cape, a tattered cape, and a barely functional cape.
In the Grotto, during the battle with the Nemertean, the cape will be torn completely off, leaving nothing left of it.
some clawed gloves. They're in the Tunnel, but you only spot them after you've defeated the beetle.
Wear them. You can now climb walls. For example, you can now go up from the Audience Hall to the Balcony, go up from the Crypt to the Lounge, or take Thembriaud and Harcheque at the Great Stair.
You will automatically wear them if you need them.
the master's key. It's dropped by Sectiert in the Hall of Feasting when you defeat him.
This key unlocks the door between the Great Stair and the Lounge, the door between the Gallery and the Master Bedroom, and the steel display case in the Gallery.
a word of animation. You acquire it when you defeat the animated suit of armor in the Hidden Passage.
You can now go down from the Tunnel to the Ancient Tomb. You'll say the word of animation automatically to move the marked flagstones out of the way.
You can also now open the panel of the Doric column in the Hedge Maze.
In case you were wondering, ቓ is the Ethiopic Syllable Qhaa. Now you know!
an athame. It's in the sarcophagus in the Ancient Tomb after you defeat the mummy.
In the Crypt, with the athame and the glyph of interruption, you can now go east through the archway into the Grotto.
the form of a ghost. You acquire it when you defeat the false Marquis on the Balcony.
Having this item lets you walk through the glass wall between the Balcony and the Gallery, walk through the glass wall between the Hall of Feasting and the Hedge Maze, and reach inside the glass casket in the Crypt.
In short, ghost glass is no longer a barrier to you.
a ruby lens. It's in the glass casket in the Crypt.
It was meant to assess the health points (HP) of your foes, but that feature wasn't coded, so now it is just a pretty adornment that Vultrine can wear.
a rose. Giant roses grow in the Rose Garden.
While you wear it, the rose acts as a nosegay. It protects you from smelling the noxious odor of the Laboratory, so you can now enter there.
a glyph of interruption. It's the loose page on the Laboratory's workbench, guarded by a famulus.
In the Crypt, with the athame and the glyph of interruption, you can now go east through the archway into the Grotto.
a membranous cape. This air-membrane is left behind by the Nemertean when you defeat it in the Grotto.
Wear it. You can now float up from the Roof to the Floating Tower.