_ |\_ \` ..\ __,.-" =__Y= ." ) _ / , \/\_ ((____| )_-\ \_-` `-----'`-----` `--` A Castle Of Thread (Interactive Fiction by Marshal Tenner Winter) A Walkthru Act 1 - The Rhinoceros You've been sent from your small village to assist in the deciphering of an ancient artifact found far to the north. Your village is known for its educated villagers who study ancient languages. The Rhinoceros is a barge-like boat taking you to the city Badushizd. In your Guest Cabin, take your lamp and haversack. You can wear the haversack. There's a note in your room warning you about Rakton the First Mate. In the haversack is a letter from your father and a book to assist with your errand. Head east to Centerline Passage Fore. Here, you will find your minder (bodyguard), Venkath Mock. He will chill in this room until you're done your wanderings on the boat. Rakton the First Mate is usually in this room, as well. His cabin is to the east but he'll have to be out of this room for you to sneak in there. Head south to Centerline Passage Amidships. Then head east to Scow Galley. Open the cupboard and grab that chunk o' cheese. Head back west to Centerline Passage Amidships. Then head south to Centerline Passage Astern. Head east to Cabin Boy's Quarters. There's a food bowl here. Put the chunk o' cheese in it. Skayawa the cat will begin eating the cheese. Now you can take her. Head back west to Centerline Passage Astern. Then head north twice to get back to Centerline Passage Fore. Head up to Starboard Fore Deck. Head south to Starboard Cargo Deck. Put Skayawa the cat in the stovepipe to unclog it. Head back north, down, south, and east to get back to Scow Galley. Now the stove is unclogged and whatever was clogging it is within it. Look in the stove and take the bird's nest. Examine the nest and take the old key within it. You can drop the nest, you won't need it ever ever again. Head back west, south, then west to get to Storage Closet. Unlock the large chest with the old key. Now take the new key you find, the cabin key. You can lose the old key, it's story here is done. Head east, north, and north to get back to the Centerline Passage Fore. The cabin key unlocks the east door (mate's door) but Rakton is still around. Head up then north to the Wheelhouse where Tauzius the Captain hangs out. Talk to Tauzius. You can ask him about the note you found that warned you about Rakton. Then ask him about himself. He asks you to go down to his cabin and grab his slide rule and he'll give you something in return. Head down to Captain's Cabin. Open the desk and take the slide rule. Head back up to the Wheelhouse. Give Tauzius the slide rule. He gives you a small jar with some weird dirt in it. Head south then down to get to Centerline Passage Fore. Rakton is now more prone to wander around, leaving his cabin door (east) unattended. You may have to wait a couple turns for him to wander off. But be aware, he may come back sooner than later. Unlock mate's door with cabin key and head east to First Mate's Cabin. Open the small trunk. You will get attacks from behind by Rakton. He will begin strangling you with a garrote. In a couple of rounds, you will start to black out, there's really nothing you can do. However, you are saved by Venkath Mock who kills Rakton to save you. From the small trunk, take the book Owls of Stone and examine it. A coded message falls from the book and onto the floor. Grab it and examine it. Now you should head west to leave Act 1 and begin Act 2. Act 2 - Badushizd You are now in the city of Badushizd and you've made your way from the docks to the Ivory Arch. Venkath Mock is still with you and you've picked up a new companion, Warpeye the cat. From Ivory Arch, head north to Lord Phothice's Square. Head west to the Inn Courtyard. Ignore the talking birds, if you can. Head west to Tavern Common Room. Talk to Paevana the alewife behind the bar. Ask her about your contact, Deviah. You're told Deviah is upstairs in the Back Bedroom. Head up and west to try to get into Back Bedroom to see Deviah. It is locked and remains unanswered. Venkath Mock suggests breaking the door down but you decide to look for another way in Head back down to Tavern Common Room. Head east to Inn Courtyard. Head northwest to Dark Alley. A squirrelly thug loiters around here at this time. Open your jar. Take the weird dirt. Now throw the dirt at the thug. Paralyzed now, he cannot stop you as you head southwest to get to the Dead End. To climb up to the Back Bedroom's window above, just climb the ivy. Once inside the Back Bedroom, examine Deviah's body. She will give you some informative last words. Search Deviah's body to get the second inn key. Unlock the door with it. Head east to get back to Venkath (and Warpeye) in Upstairs Hall. There is a scream downstairs. You should investigate. Head down to Tavern Common Room. A warrior is here, Sceldrus Jandol. He's a tough assassin and seems to be targetting you. But of course, he has to get through Venkath Mock first. There's not much you can do with him being a lowly cipher and not a warrior but you could try, of course. Otherwise, head down to the Tavern Cellar and discover that's where the barmaid Paevana is hiding. Take one of the empty glass bottles. You'll hear the noises of the fight between the assassin and the minder. Head up and by now, their fighting will have upset some candles causing a fire by the door. If there's no fire yet, there will be. You won't be able to get to the door anyway since Sceldrus Jandol is blocking your way. Head upstairs to the Upstairs Hall. Head south to Pipe-Filled Lavatory. Turn the faucet on and take the water It will collect in the empty glass bottle. Head back north to the Upstairs Hall. Head back down to the Tavern Common Room. Throw the bottle at the fire. This will clear a path for you and Paevana and Warpeye the cat to escape the chaos. Head east to the Inn Courtyard. You'll watch the tavern burn and wonder if Venkath is okay. But otherwise, you've finished Act 2. Act 3 - The Frozen Harbor After some background information, you find yourself at the Sloping Path. You're on Rags, a pony. The others with you are on ponies as well. Warpeye is now being carried by you. It's unusual for him to allow that but in the cold environment, he's giving in. Head north to Harbor Overlook. Head either east to Winding Path or west to Rocky Path. In Winding Path head northwest to Harbor's Edge. In Rocky Path head northeast to Harbor's Edge. From Harbor's Edge, head north to Crossing the Ice. Head north to Half-Sunk Cutter (near stern). Head northeast to Half-Sunk Cutter (near topside). Head northwest to Half-Sunk Cutter (near bow). Head north to Crossing More Ice. Head north to enter the Research Camp (south of the stone). Head west to enter the Badushizd Caravansary. This is your home base while in the research camp. Dismount the pony. There's much conversation to be had in the research camp, but to make a long story short, simply... Head back east to Research Camp (south of the stone). Then north to the center of the research camp, The Strange Rock. Make sure you are holding your comprehension guide, "Elements of Ixteesh". Decipher the words. You will learn something about the letters covering the ancient rock. Decipher the words again to learn more, a phrase in fact. Decipher the words again to learn even more, another phrase to go with the first. Decipher the words one last time to learn the third and final phrase. Now you need to learn who in the research camp has dreamed of the "word" to unlock the secret of the stone. Again, many details of this tale can be had in conversation with the various people in the camp, but to make a long story short... Domon of the Porthca Encampment portion of the research camp is the one who has dreamed of the word. Head east to Research Camp (east of the stone). Head south to Porthca Encampment. Talk to Domon. Ask him about the dream. The word is "Thammodu". Head back north to Research Camp (east of the stone). Head back west to The Strange Rock. You can try to touch the letters from the dream but it's not so easy by yourself. You can ask Paevana for help. ("Paevana, touch letters") You find yourself in a sort-of dream world. A strange, sharply-dressed demon is here. Talk to him. You can ask him about the strange rock. He tells you he's been trapped in there so that someone from the future can release him so that he can give a dire warning about the entire world about the future. Ask him about the memory. He gives you more details. You will find yourself back at The Strange Rock, back in the real world. The demon is gone but some of the denizens of the research camp are beginning a skirmish right there near the stone. You can give fighting a try, but as a scholar, you might be disappointed with your effectiveness. Soon, an opening reveals itself to the south. Head south to get away from the fight. It is here, that the tale ends. For now.