The Let's Play Archive

Hadean Lands

by ManxomeBromide

Part 6: A Fish Out of the Sea

Part 6: A Fish Out of the Sea

Last time we failed to create a Lodestone of Purity, because our contaminating fiery odors interfered with the lunar environment we had set within the gestalt. Several readers came up with the solution to this: we need to add additional lunar elements to the ritual space. The easiest way to do this would be with the silver coin, but it is also possible to use the rod of moon-metal for this purpose.

And that, in turn, raised a question: if you can just put a chunk of moon-metal on a gestalt shelf, why bother with adjustable bounds? That raises a question we can test right now, though. Why bother with the ginger? We've got a Pyrics lab next door. Can we put, say, a burning piece of wood on the gestalt shelf and then remove the contamination by taking it off, or letting it burn down?

Our new resonant oculus suggests an optimization even to that:

quote:

>LOOK THROUGH OCULUS AT CEDAR
When viewed through the oculus, the splinter of cedar displays a fiery nature.

Wood is intrinsically fiery. That makes setting up the ritual quite easy, because we can just put the rotor, the coin or moon-metal, and the cedar on the shelf.

quote:

>PUT MOON-METAL ON SHELF
You put the moon-metal rod on the gestalt shelf.

>PUT CEDAR ON SHELF
You put the splinter of cedar on the gestalt shelf.

>SPEAK SIMPLE SEALING
You take a breath, trace the bound in your mind, and intone the simple sealing word.

The arc begins to glow silver around the length of silver chain.

>SPEAK WORD OF ESSENTIAL NATURE
You intone the word of essential nature. The metallic nature of the silver chain rises to the surface, though with an indistinct shimmer.

... but it doesn't work. Let's try it again with the ginger.

quote:

>SPEAK UNSEALING
You let the unsealing mantra run through your mind, clearing away the ritual energy. The bound goes dark.

>GET CEDAR
Taken.

>OPEN GINGER
You pop open the impet, and the ginger aroma rolls out, stinging your nose.

>SPEAK SIMPLE SEALING
You take a breath, trace the bound in your mind, and intone the simple sealing word.

The arc begins to glow silver around the length of silver chain.

>SPEAK WORD OF ESSENTIAL NATURE
You intone the word of essential nature. The metallic nature of the silver chain rises to the surface.

>CLOSE GINGER
You snap the ginger impet closed. Its aroma fades.

>INVOKE MINOR ANIMUS
You voice the Minor Animus, trying not to cough. As the clicks and pops roll on, the chain begins to vibrate, and then writhe back and forth across the bound.

When you reach the final sound, the bound flares and fades. You see that the end of the chain has tied itself into a tiny silver knot.

This, I think, gives us our answer. Different rituals have different requirements for what will count as an appropriate influence. This ritual requires a lunar environment but isn't picky about how it gets it. The contamination, however, it is finicky about and it only works if it's an aroma. We haven't discovered any rituals that require a specific kind of bound, but the adjustable bound presumably would permit those to be executed more efficiently.

They're probably pretty rare, though, since the only bound we've found that requires this is off of the Mechanica lab. This sort of suggests that the wire is created and immediately used each time, and there isn't a stock set of bounds to choose between. Overall the gestalt shelf will be our first resort if we can at all help it.

Also, we now have a Lodestone of Purity. We should try it out. Next door there's a horrific pile of wrecked glassware that was once some kind of elemental earth-based calibration mechanism. Can this lodestone find it for us?

quote:

>EXAMINE DISASTER
Some complex optickal assembly has defenestrated itself off the bench into utter catastrophe. Pieces of lenses, bits of mirror, broken prisms, and shards of who-knows-what lie in a slumped heap on the floor. You feel at once horrified and relieved that it wasn't your fault.

>SWING LODESTONE
You hold the chain by one end, and set the knot swinging. The arc angles sharply towards the heap of glass.

Interesting. You step towards the heap, and move the lodestone slowly over it, keeping an eye on the angle of its swing. Yes—there; a shard of crystal which is not broken at all. You nudge it free of the heap. This must be the elemental earth from the experiment.

>GET EARTH SHARD
Taken.

Very nice! This thing is precious—according to the note we found here, this is the only shard of elemental earth on the entire Retort—and we don't know what we're going to run into. Let's leave it in the Opticks Annex for now.

While we're there, I take some time to point the oculus at various items we have handy.


Time to start exploring the rest of the ship. Last time we made it to the Airlock and the Medical Wing before turning back. Now, let us press on, into the heart of the marcher:

quote:

>WEST

Nave
The Nave is the marcher's heart, though the rows of benches are empty now. The seats face a pedestal, on which is a ritual bound and shelf. The side walls boast symbolic frescos; the south wall is a high, ornamented metal mesh—the writ screen—which separates the Nave from the Chancel.

A mural has been defaced with more of those twisted black marks.

The main corridors run east and west from here, and the Retort's entry hall is north.

>EXAMINE MARKS
More twisting black marks crawl up one corner of the mural and across the ceiling. They are as incomprehensible as the first set... although you are left with an itching sense of familiarity in the back of your mind.

>EXAMINE MURAL
The murals depict Alchemical Man passing through the Eight Stages of calcination, dissolution, sublimation and so on. It's wonderfully detailed and you can stare at it for hours, which is of course the point, even though these medieval theories have long since been subsumed into modern alchemical science.

A mural has been defaced with more of those twisted black marks. It's the scene of conjunction, in the southwest corner. (Always a favorite.)

I'm sure it is popular on those long journeys through the Higher Spheres.

Will those weird black marks respond to science?

quote:

>LOOK THROUGH OCULUS AT MARKS
The symbolic associations of the black marks are as unfamiliar as the script itself.

That's interesting. If they were just soot or something they wouldn't have symbolic resonance. These marks have purpose, but their purpose is as unguessable as the shapes themselves. But they're definitely not just marks. They're a script, and a script referring to things beyond our ken.

What else is here?

quote:

>EXAMINE BOUND
The ceremonial pedestal is carved of serpentine, with an ornate ritual bound on top. The gestalt shelf is a wrought-iron affair on the side. Important rituals are often performed here by the rectors, although of course the Retort's most powerful rituals occur in the Chancel.

>LOOK THROUGH SCREEN
The Chancel is a smaller chamber to the south. You can see another ritual bound there, and other alchemical accoutrements. Of course you've never set foot on that side of the screen. Only the Retort's senior officers and rectors are permitted inside, and they enter from the high wing where scrubs never venture.

Anyone feeling like taking bets on whether we'll ever be venturing here?

I thought not.

The vote last time ended up with us going down first, so I'll start heading towards the staircase. We'll look around as we go.

quote:

>WEST

West Side Hallway
The Retort's main hallway continues from the Nave, to the east, towards the exoscaphe bay to the west. A cross-corridor runs north towards quarters wing and south to the paper garden.

>SOUTH

Paper Garden
The garden is the marcher's refuge of meditation and calm. Paper paths wind among beds of paper flowers; the walls are hung with paper trees beneath a calm blue-painted ceiling. A tiny brick-lined pool lies at the garden's center. The place isn't large, but it doesn't feel small. You've always liked it.

An opening to the north leads back to the Retort's main corridor, and another south to the lower reaches. To the east, a paper arch gives entry to the paper hedge maze. The observatory door to the west is closed.

This place is pretty! It's also chock full of symbolism.

quote:

>LOOK THROUGH OCULUS AT FLOWERS
The oculus shows the paper flowers as symbolizing tamed Nature.

>LOOK THROUGH OCULUS AT TREES
The oculus shows the paper trees as symbolizing wild Nature.

>LOOK THROUGH OCULUS AT POOL
The oculus shows the pool as symbolizing a deep, clear lake.

>LOOK THROUGH OCULUS AT CEILING
The oculus shows the painted sky as symbolizing, in fact, the sky.



quote:

>LOOK THROUGH OCULUS AT MAZE
The oculus shows the paper maze as symbolizing the necessary mystery of the Retort's operation. You're not sure why it's necessary. (If you knew, it wouldn't be a mystery, you suppose.)

Perhaps. But the Lower Reaches await us. Let's continue.

quote:

>SOUTH

Grand Stair, Top
Two hallways intersect beneath an elegant vault of brick-red tile, which sweeps around to follow a grand staircase down to the lower levels. The garden is visible to the north. To the west is the ornate door of the Birdhouse, which is closed.

The hall to the south is blocked by yet another fracture. The side corridor to the east is much the worse; its far end seems to be on fire.

You see someone caught beyond the fracture: Lieutenant Powes. He appears to be walking towards the Birdhouse door.

>EXAMINE POWES
You recognize Lieutenant Michael Powes, a thin man with a piercing stare. But why here? You know he's Aithery-file, but a lieutenant wouldn't ordinarily have business in the Birdhouse.

>RECALL POWES
Lieutenant Michael Powes is a beanstalk of a man, fair-skinned, with deep-set eyes that always reminded you of a hungry snake. He's Aithery-file, a junior Observatory officer; he spends his days over on the far side of the marcher where you rarely go.

Lt Powes is right here, stuck in the fracture.

Another crewman. This seems like as good a time as any for some self-reflection. There's been a certain amount of speculation in the thread about the nature of this "Ensign Forsyth." We're some lowly swabbie, but we've been cruising around, mastering alchemical rituals in moments, committing results to a flawless memory, and just generally being so sharp that we'd put your average fantasy wizard to shame. This, despite the fact that it took us months of diligent practice to learn the five formulae we started the game with.

More damningly, we remember spending months idly studying the Hermetic Sealing as a distraction from boring lectures, but we could not recall or use it until we studied it after the crash.

Experimental control:

quote:

>EXAMINE POWES THROUGH OCULUS
You peer through the oculus, and see the complex mesh of elements that makes up a human body.

Independent variable:

quote:

>EXAMINE ME THROUGH OCULUS
You peer through the oculus at your hand. Your aura is a recurving, symmetrical mesh of fire, water, earth, and air. Lovely—but perplexing. You know from your lectures that human bodies are indeed a balanced meld of the elements—in the Greek model, at least. But this pattern is far more intricate than old Lieutenant Shoftig's diagrams. Something about the crash must have affected the oculus's vision. (Or... yourself. You hope not.)

What are we, now? Has something made us more than human?

quote:

>EXAMINE ME
Not the most promising Ensign in His Majesty's Navy.

This message hasn't changed since the start of the game. But it's just gotten a tinge that wasn't there a dozen commands ago.

Our existential crisis has been happening in front of "the Birdhouse." What do alchemists need with birds?

quote:

>EXAMINE BIRDHOUSE
This door leads to the Birdhouse, the lair of one of the Retort's dragons. It is engraved with a moiré geometric design—something Moorish, no doubt symbolic of the dragon's function. The Birdhouse door is closed.

>OPEN DOOR
You reach for the handle, but your fingers go numb and slide away.

Lovely. With everything that's wrong on the Retort, this one security stricture remains perfectly functional. It's reacting to your psychic signature—an ensign can't just walk into the Birdhouse, so when you approach, the door gets defensive. Yes, "defensive" is a technical term in aura engineering.

Apparently by "bird" we mean "dragon." We're awfully casual about that, though perhaps this is also why we were reluctant to leave the relative sanity of the East Wing.

Before we go down the stairs, let's check out that other hallway.

quote:

>EAST

Burning Hall West
This hall runs west to east, from the grand stairs to the high wing. You've never been inside the high wing, and your chances don't look good today, because it's on fire.

The entire east end of the hall is enveloped in flame. You can't tell what's burning—the walls? the floor? But the heat is intense; you can't go any further.

The thread voted to go through any barriers we encountered with obvious solutions. Fire we can deal with. Let's brew a potion of fire resistance. In fact, let's brew two potions, so that if we spend too much time on the other end of the hall we can get back.

quote:

>BREW FIRE RESISTANCE
You make your way to the Secondary Alchemy Lab.
You take the flask of saline.
You take the impet of peppermint oil.
You brew a bottle of fire-resistance potion.

(You are now in the Secondary Alchemy Lab.)

>BREW FIRE RESISTANCE
You're holding the potion of fire resistance.

You know, normally it's great that you help out like this, but that's a little too helpful. Let's stash it somewhere and try again.

quote:

>DOWN
You drop through the hatch into the crawlspace below.

>DROP FIRE RESISTANCE
Dropped.

>UP
You pull yourself up through the hatch.

>BREW FIRE RESISTANCE
The potion of fire resistance is in the Secondary Lab Crawlspace, as you recall.



Okay, we'll do it by hand.

quote:

>PUT SALINE IN BOUND
>SPEAK SIMPLE SEALING
>OPEN GINGER
>SPEAK COUNTERBALANCE
>CLOSE GINGER
>OPEN PEPPERMINT
>SPEAK ELEMENTARY WORD OF BINDING

You intone the elementary word of binding. The solution steams for a moment, then curdles to a chalky paste.

You recall something about the Blinovna Limitation? The potion of fire resistance already exists; it's in the Secondary Lab Crawlspace.

The what

quote:

>RECALL BLINOVNA LIMITATION
You distinctly recall a voice: "No alchemical synthesis can create two of the same product on the same marcher at the same time."

That's nonsense, of course. You've spent hours in the lab, working with the other apprentices, producing vial after vial of some tedious reagent. There's no such rule. But now you remember it.

We might as well call this the Infocom Memorial Object Limitation Theorem. Most games in the Zork tradition don't really let you actually create or destroy objects in the game world—instead, unique items are move into and out of the gameworld and kept in some kind of "off-stage" area when they don't exist. (For those of you used to modern object-oriented programming systems, objects in an IF game world tend to be completely unique, so each 'class' has exactly one instance, and it's created at program start and never destroyed.)

So, no multiple fire resistance potions. We'll just have to act fast, or, failing that, hope there's an entrance to the Void on the other side. Back to the burning hall, and...

quote:

>DRINK FIRE RESISTANCE
You swallow the cloudy potion. The liquid leaves your mouth feeling slightly numb. Within moments, you feel a prickle in your skin; your hands go cold and stiff, like a long walk on a chilly autumn day.

>EAST
You step into the flames, which feel like a warm breeze on your skin. Your marcher uniform, woven with alchemical virtues to resist this sort of mistreatment, only scorches slightly.

Unfortunately, your possessions do not fare so well. In the heat, the burning splinter of cedar catches fire; the bundle of paper burns up.



quote:

Burning Hall East
You are standing in an inferno. That is, you are at the east end of the hall, which is on fire. Even though you can barely feel the heat, the fire is hard to ignore.

To the east is an obsidian door, a dark rectangle amid the fire's glare. You know this door leads to the high wing and the Chancel, but it is closed and locked.

You see a sheet of paper lying in a niche where the fire is not so intense. Even so, the paper is singed and smoking.

>READ SHEET
"RIESENZWEIG'S INSCRIPTION, to MIMIC THE AURA OF ANOTHER: This is Riesenzweig's translation of a Chinese poem (attributed to Yang Wan-Li). The effect is similar to Oehlke's Inscription. Construct a meditative environment based on the Book of Changes. (One should use the central ritual bound of the house, as the symbolism of this tradition always places the five elements in perfect balance.) Place beads of iron and jade within the bound, and speak a simple sealing. Place burning wood upon the gestalt shelf. Invoke the Name of the Tortoise. Discharge elemental air upon the bound. Close with the Chi Binding."

You memorize the instructions, including the Chi Binding. You also pick up the sheet, but it crumbles to ash in your hands. Fortunately your memory is good.

Oh hey. This looks like just what we'd need to get past the Birdhouse security. Unfortunately for us, the only part of this ritual we know how to get is burning wood.

That's all we can do here. Let's go back to the Grand Staircase and head down.

quote:

You head down the grand staircase. The air grows cooler and quieter as you descend into the depths.

Grand Stair, Bottom
This basement is bare, square, and dank. It has, as far as you are aware, no function whatsoever. (Perhaps every house needs a basement, but the Navy does not stoop to clutter.)

The walls are tile; they arch up to join the grand staircase as it ascends to the main levels. The Barosy lies to the east, through a narrow iron gate with a brass lock. An irregular gap in the south wall opens out into a larger, darker space.

The chamber has been defaced with more of the illegible black marks.

Wait, a bit of clutter after all: a pale yellow bead is lying in a corner.

>EXAMINE BEAD
The bead is ivory, rather larger than your thumbnail, carved in pleasingly abstract swirls. You've seen them used for meditation or just thumb-fiddling; they're supposed to represent spiritual calm. At least according to the knickknack shop owners who sell them.

>EXAMINE BAROSY
The gate is tall and narrow, with heavy bars of wrought iron in an iron frame. It's always reminded you uncomfortably of a cemetary's side entrance. The gate is shut, and the heavy brass lock is locked.

You've never been inside; the room beyond looks like a bare stone tomb.

Note the shift in tone here. Normally, when the marcher has been discussed, we've been talking about it like it's a ship. But both Riesenzweig's Inscription and this discussion of this room are treating it like it's some kind of house.

quote:

>SOUTH

Edge of Chasm
You stand on a broad stone walk, a ledge on the eastern wall of a vast canyon. You are underground; the roof is an arch of stone above you, barely visible. The bottom of the abyss is lost in utter darkness.

The chasm runs north and south, out of sight. The ledge follows it south, but to the north it ends abruptly in a wall of stone. A gap in the wall leads north to the basement. Another passage squirms into the rock to the east.

Boldly into the unknown, you think, even if it's the unknown reaches of my own marcher.

It's a start, kid.

>EAST

Confusing Cracks
You are lost in a maze of claustrophic cracks. You've stopped in a fairly wide space, but planes of basalt close in all around you. You could crawl in any imaginable direction; the largest passage heads back west.

In the center of this space is a thick column of stone, colored an eye-catching indigo. It runs from floor to ceiling.

A chip of basalt lies here. It must have cracked loose from the walls.

You catch a spark of light reflected in the oculus from somewhere.

>EXAMINE COLUMN
A thick column of some indigo mineral hangs down from the ceiling, tapering towards the floor. It's clearly natural, but you're not sure how it could have formed; this is not the domain of flowstone and stalactites. At any rate, it makes a distinctive landmark.

Perhaps that's because in the East Wing, when you went down, you wrapped around. But here, when you go down, you plunge into tunnels carved from the living rock.

Marchers.

There's another one of those sparks. It's being insistent; let's check it out.

quote:

>EXAMINE SPARK THROUGH OCULUS
The oculus reveals a carmine spark floating in the air.

>EXAMINE CARMINE SPARK
You focus on the carmine spark through the oculus. It's just a point of light, but once again, a memory comes clear in your mind—a lesson you've never attended. It concerns the structure of stone. "We are familiar with earth as a pure element in the Greek system. However, minerals need not be considered as imperfect approximations of a Platonic ideal; each has an alchemical structure, and we may discern relations between them. Thus, marble and obsidian are opposites—white versus black, crystalline versus glassy, pelagic versus volcanic. Soapstone and basalt are another light-dark pair. Other opposing pairs rely on different relations. Chalk and flint are found together, but with different qualities. Granite and slate are formed by opposing geologic processes; so too sandstone and malachite. Porphyry and quartz are an interesting case..."

You consider these memories.

That gets filed in our journal as a fact: "The Periodic Table of Stone." Furthermore, now when I use the >PLACES command it will list every room that we have not checked for sparks. Right now that's basically everywhere; I'll do a sweep later.

This room is a maze, though not much of one. Trying to go in basically any direction gives up this:

quote:

You prowl through the twisting passages, but they all seem to lead back to where you started.

With one obvious exception.

quote:

>WEST
Fortunately, the large passage leads you out of the maze.

Edge of Chasm
You stand on a broad stone walk, a ledge on the eastern wall of a vast canyon. You are underground; the roof is an arch of stone above you, barely visible. The bottom of the abyss is lost in utter darkness.

The chasm runs north and south, out of sight. The ledge follows it south, but to the north it ends abruptly in a wall of stone. A gap in the wall leads north to the basement. Another passage squirms into the rock to the east.

>SOUTH
The rock feels oddly unsteady underfoot.

Chasm Rubble
Rubble and fallen rocks litter the ledge here. You can walk north or south alongside the abyss, which waits patiently to the west. But you have an unnerving sense of vertigo. The world seems to sway around you.

A particularly massive slab lies at the chasm edge. Half its length rests on solid(-ish) ground; but the far half hangs out over empty space, quite unsupported.

You see a bronze chime lying on the far end of the slab. It looks very far away; the idea of crawling out there makes you feel even more unsteady than before.

>SOUTH
The ledge seems to sway under your feet, worse and worse as you proceed.

Chasm, at Bridge
The ledge is narrower here; to the south it ends abruptly. To the east you see the entrance to the deep library—a padlocked wooden door set into the canyon wall. To the west, a naked stone span bridges the canyon.

Vertigo assails you. What's going on here? Something must be wrong with the dragon Baros; that's what's supposed to keep gravity stable in the Retort.

The dragon Baros! Perhaps that's the dragon that lives in the Birdhouse. Apparently he provides our gravity. On the other hand, it's also a reasonable possibility that the dragon Baros lives in the Barosy.

Baros is not doing well, though, it seems, because gravity is on the fritz. That sounds like an excellent time to go wandering over a narrow bridge over a terrifying chasm in the middle of a starship.

quote:

>WEST
The waves of vertigo grow more intense as you stumble towards the bridge. The span itself seems to wobble, although you know it is just the unstable gravity throwing you back and forth.

This is a bad idea. You don't think you could get even halfway across, at this rate.

Okay, maybe not.

quote:

>EXAMINE PINE DOOR
The door is heavy pine, rather rougher than the doors in the rest of the Retort. Someone has locked it with a Venture File padlock, which is a violation of six different regulations on library use.

Hm. We have an Alchemy File seal, so we'll need to find a Venture File seal to get in here. Lt. Powes was identified as part of the "Aithery File." With that, I think I have some idea of what the Retort was doing.


I think this is an exploration vessel. Alchemy File does basic research and produces the reagents needed to operate the Marcher. Aithery actually does the operation; they take the marcher through the Aether. And the Venture File is the away teams; they go on the adventures once the Retort has rigged into strange lands.

I don't really have any evidence for this beyond the fact that we seem to be running extensive classrooms inside of the marcher and that there has been no sign so far of any kind of military or even commercial purpose aboard.

And with this flagrant disregard for regulations, I think it's time to wrap up this update. Next Time: From the Chasm to the High Tower, and perhaps this time we'll find the keys to some of these new locks.