The Mulldoon Legacy — Solution


ASCII Maps from the Game

ASCII Map 1: Abbott's Records

From the computer terminal at "Museum Shop - Information"; this is file "AbRec":

CURRENT FILE: "Abbott's Records" OPENED BY: USER3 (E.M.) 
 ---------------------------------------------------------- 
Notes: Recovered 13/6. Date written; estimated 1500 - possible
construction plan. Lacks normal cross shape due to non-sacred nature - it
is believed that the Abbott did not want to offend religious orders.
Skeleton remaining is as follows; layout exactly as that of the museum
lower forward section. 

                             | 
     - Passage           Antechapel  -  Nave 
                       (MODERN ART GALLERIES) 
          |               /               | 
     - Passage - Ambulatory  Storage -  Apse 
                  (FOYER)            (WAXWORKS) 
                    |                     | 
                 GROUNDS               GROUNDS

ASCII Map 2: Staff Room Poster

Most of the poster has decayed and faded, but the following is still
visible:

                    Mulldoon Museum of the Magic

         tatue Corr  r -                ture X.   Rai 
                  Corr.       Shop                   K 
                  Shop         hop 

         ury     Cellar ----   --- XXXXXXXXXXXX 
      Staff R.       |   XXXX       XXXXXXXXXXXX 
         p. X.  XXXXXXXXXXXXX        XXXXXXXX     M.Ar 
          . X.   Corr.    Foye          er)XX     Histor. 

ASCII Map 3: Floorplan

Also from the computer terminal at "Museum Shop - Information"; this is file "Flrpn":

 CURRENT FILE: "Floor Plan" OPENED BY: USER3 (E.M.) 
 -----------------------------------------------------

                    Mulldoon Museum of the Magic

  |    ---- Museum ---------- Battlements ----     Botanical X.
Games  - Statue Corridor - XXXXXXX  Furniture X.   Rainforest Cav. 
  |       Bar.    Corr.     Shop      M.Art          Kitchen   -   Cafe
XXXXXXXXXXXXXX    Shop      Shop     Gener. X.           |     

Holo.  Armoury    Cellar --------  XXXXXXXXXXXXXXXXXX(River)XX
Din X. Staff R.      |   XXXXXXXXXXXXXXXXXXXXXXXXXXXX(River)XX
Tam X. Disp. X.  XXXXXXXXXXXXXXXXXXXXXX(River)XX      M.Art
Back   Post. X.   Corr.    Foyer     XX(River)XX    Histor. X.

ASCII Map 4

                    Mulldoon Museum of the Magic

  |    ---- Museum ---------- Battlements ----     Botanical X.
Games  - Statue Corridor - XXXXXXX  Furniture X.   Rainforest Cav. 
  |       Bar.    Corr.     Shop      M.Art          Kitchen   -   Cafe
XXXXXXXXXXXXXX    Shop      Shop     Gener. X.           |     

Holo.  Armoury    Cellar --------  XXXXXXXXXXXXXXXXXX(River)XX
Din X. Staff R.      |   XXXXXXXXXXXXXXXXXXXXXXXXXXXX(River)XX
Tam X. Disp. X.  XXXXXXXXXXXXXXXXXXXXXX(River)XX      M.Art
Back   Post. X.   Corr.    Foyer     XX(River)XX    Histor. X.

                                          _______ 
      +-----+-----------------------+  __/  _____ <-River 
  N   |     |                       |_/  __/. | | 
  |   |     |    Mulldoon           | __/  .. | |<-Outer Wall 
  |   |     |       Museum          |/    ... | | 
 -+-  |     |          Of The Magic |    ... <- Path 
  |   +-----+-----| |-------/ /-| |-+  ...  | | 
  S   |          O---O     / /..........   / / 
      +==========o---o====/ /=============+=+ 
        Steps->  o---o   / / 

My Maps

Map 1: Prologue

Tangled
Forest

any
Clearing in
the Forest

Map 2: Main Floor & Grounds

Botanical
Room
Northeast
Corner of
Museum,
on the
River Bank
|
Dark
Hermit
Cell
Outside the
Botanical
Room
/|\ | |
Games
Room
& Upper
Floors
Staff
Room
Sparse
Berth
Short
Dusty
Passage-
way
Stone
Ledge
over
River
Furniture
Exhibit
Rainforest
Cavern
Wide
Mosaic
|/| | \ |
Entrance
to the
Games Room
Anony-
mous
Exhibits
Stone
Passage
Modern
Art Wing
West
Modern
Art Wing
East
? Cafe
Kitchens
Outdoor
Cafe
| | / | | |
Back
Room
Post
Office
Exhibit
Long
East-West
Corridor
Museum
Foyer
The
General's
Quarters
History
Exhibit
Farm
Building
  Museum
Pantry
Ornamental
Garden
↑↓ | | /
Squashed
by a
Water Tank
Above the
Post Office
Exhibit
Top of
Steps
West
Bank
River
Bank
Rain-Swept Garden /
Summery Gardens
| \
Outside
Museum
Bower in
Bushes

Map 3: Games Room and Upper Floors

Elevator
(level 4)
|
Games
Room
North
Ruined
Battlement
o Ruined Wall
on the
Battlements
Archway
on the
Battlements
Rainswept
Windswept
Battlement
Far East
End of
Battlement
x Botanical
Room
|
Elevator
(level 6)
Outside the
Botanical
Room
| | |
Games
Room -
South End
Museum's
West
Turret
Bridge
with
Glass Floor
Museum's
East
Turret
Rain-
forest
Cavern
↑↓ ↑↓
Statue
Corridor
Statue
Corridor
East
Furniture
Exhibit
|\ \ \
Ground
Level
Barrel
Storage
Long Red
Corridor
Surrounded
by Brochures
Generator
Room
Cafe
Kitchens
| ?
Squashed
by a
Water Tank
Above the
Post Office
Exhibit
o Museum
Shop -
Souvenirs
Museum
Shop -
Information
Modern Art
Wing West

Map 4: Cellars

Entertainment
Booth
Elevator
(level 1)
| |
Room of Nozzles /
"T'Quilath's
Q'j'krouthnik's
Fragenstal Zoggerinb"
—
Armour Exhibit
Gap Behind
the Tapestry
Museum
Cellars
Deep Magic
Storage
Chamber
Steps -
Northwest
Corner
— Steps -
North
Side
— Steps -
Northeast
Corner
— Promontory
and View of
Valley
/ \ | / | | | |
The Obligatory
Dinosaur
Skeleton Room
— Staff
Room
South
Cellar
Elbow
Passage
— Steps -
West Side
Steps -
East Side
Warehouse
| | | |
Egypt
Room
— Sandstone
Passages
Steps -
Southwest
Corner
— Steps -
South
Side
— Steps -
Southeast
Corner
South of
Warehouse,
On Mesh Floor

Elevator

Elevator
(level 1)
••• Elevator
(level 2)
••• Elevator
(level 3)
••• Elevator
(level 4)
••• Elevator
(level 5)
••• Elevator
(level 6)
||||
Museum
Cellars
Hidden
Room
Archway on
the Battlements
Museum's
West Turret

Sandstone Passages Maze

SUN SUN SUN SUN SNOW SNOW MOON
| | |
ICE SUN SNOW MOON
| |
SUN ICE MOON Ancient
Tomb
MOON SNOW
| | | |
SUN SNOW ICE ICE MOON MOON
| |
SNOW MOON SNOW ICE
| | |
SNOW MOON SUN SUN ICE MOON
| | |
SNOW SUN SUN ICE ICE
| | |
Egypt
Room
SUN SUN ICE SUN ICE

Map 8: Vision (as Lady Nimue)

Work
Area
|
Hilltop
Construction
Site
(riverside)
enter cart ↑
\/
The
Village
/
Wooden
Hut

Map 9: Australia

Abbott's Time

In A Field,
Under the Stars
/
Toil and
Trouble
/
Hidden
Graveyard
in the
Depths of
the Forest
River Side East-West
Tunnel
Roughly Hewn
Tunnel
|
Outside
Mine
\ | \ - \
Tangled
Forest
Top of
Ridge
Hermit
Cell
|
#### / | #
# Stone
Stairs
#
# | #
# Stone
Passage
Smaller
Chamber
#
# | / #
# Chapel East-West
Passage
Cathedral-like
Chamber
#
\ | #
Top of Hillside,
near Cliff
— #
| \ /
Next to
Cliff Face
The
Village
| /
Immense Carved
Tunnels
Wooden
Hut

In A Field, Under the Stars of ...

Ursa Major Ursa Major Draco Draco
Ursa Major Ursa Major Polaris Cassiopeia Cassiopeia Andromeda Andromeda Lacerta Lacerta
Ursa Major Ursa Major Polaris Polaris Perseus Andromeda Andromeda Andromeda Pisces
Pollux Castor Perseus Perseus Perseus Aries Pisces Pisces Pisces
Orion Orion Orion Taurus Aries Aries Cetus Cetus Cetus
Orion Orion Orion Taurus Taurus Aries Cetus Cetus Cetus
Lepus Lepus Lepus Fornax Fornax Fornax Fornax Cetus Cetus

Mosaic: First Section

Mosaic: Second Section

Mosaic: Third Section

Mosaic: Fourth Section (as Merlin)

Inside
Shed
|
Walled
Courtyard
/
Labor-
atory
↑↓
Spiral
Staircase

Walkthrough

Walkthrough: Prologue

Tangled Forest (as a young boy)

You are a young boy who just shot one of the king's deer, stole a blue coral from its neckband, and running from men who pursue you. It doesn't matter which direction you run.

> i. x coral. e. e.

Clearing in the Forest (as a young boy)

A tall elm with snake-like roots is here. A thin mesh of purpler light is in the roots.

> put coral in mesh. (A yellow vortex appears.)

> enter vortex. (You teleport two miles away to a tower turret, reclaiming the coral as you go.)

Walkthrough: 6 o'clock pm

Outside Museum

You see: crocuses.

> i. x note. x back of note. x key. x torch. x band.

> x crocuses. look in crocuses.

> reach into crocuses. x brick. rub brick. n.

Top Of Steps

You see: pillars, glass doors, dragon, unicorn, keypad.

> x pillars. x left pillar (same as dragon). x right pillar (same as unicorn).

> x doors. open doors. (They are, of course, locked.)

> x keypad.

> push display. (Display: "Register> MUSEUM GUEST")

> push other. (Display: "Register> OFFICIAL/MEMBER" and something else the rain obscures.)

> push select. (The door clunks.)

> unlock door with key. (Unlocked!)

> n. [+1 pt]

Museum Foyer

You see: desk, dais (with pine branch), hole, plaque.

> x dais. x button. x branch. take it.

> push button. (Nothing happens.)

> x plaque. ("Religious Question" by T. Seagrave 1972.)

After a couple turns from pushing the button, a Christmas tree lowers onto the dais.

> x tree. x lights.

After a few turns, the tree returns back up into the ceiling.

> close doors. w.

Long East-West Corridor

You see: metal shutters (west), small vent (open and south).

> x vent. look in vent. (You see: envelope.)

> take envelope. (Out of reach.)

> throw brick at vent. (Good shot, but it doesn't dislodge the envelope.)

> x shutters. e. ne.

Modern Art Wing West

You see: large sculpture, footlights, bronze plaque.

> x sculpture. (It's like a large chute extending into the roof.)

> x plaque. ("Childhood Legends" by D. Holmes 1983.)

> x footlights. e.

Modern Art Wing East

You see: hoop sculpture, beam, patch, bronze plaque.

> x sculpture. (Has ping-pong ball hole that emits a red beam of light; the sculpture is empty.)

> turn beam. swing beam. (A stone trough catches your attention.)

> x trough. (Painted in jigsaw of letters.)

> x plaque. (Next to the trough: "Low Rain" by L. Abraham 745. Next to the hoop: "Swing Lo!" by K. Yew 741.)

> ne. (Discover a clock glass.)

> take glass. x it. put glass in hoop. (It's a little too big for the hoop.)

Note: you can "look through glass at [something]" to see it a little larger.

\

> s. (This exit is hidden by sculptures, so you don't see it until you try it.)

History Exhibit

You see; peasants, hut, stairs (up), garden door, waxwork man with satchel.

> x peasants. x hut ("Fire Sticks").

> x man. x satchel. take it. (Can't; the wax holds it.)

> x box. take matches. (Can't; the wax holds it.)

> x match. take it. (Can't; wedged under his shoe.)

> x door. (to south, "TO THE GARDENS")

> open door. (Can't; locked.)

Farm Building

You see: low table, fortune teller.

> yes. x table. x teller.

> ask teller about grandfather. think about grandfather. [+3; the words are spoken in your mind!]

The fortune teller wants silver before she'll say more.

> out.

History Exhibit

> u. (or w.) (Can't; a chain blocks access; you're not brave enough to step over it.)

> again. (Brave, but there's metal shutters blocking access.)


Museum Shop - Information

You see: tree, sign, booth with computer terminal.

> x booth. enter booth.

> x terminal. ("Password required for file "AbRec": (CAME becomes..) >>_ _ _ _ __)

> type camel. (Wrong.)

> type cameo. (Correct! +3 and you read "Abbott's Records")

The revealed map shows there are (or were) north exits from both Long East-West Corridor and Modern Art Wing West.

> type q. (Now it wants a file name to open, but we don't know any other filenames yet.)

> out. w.

Museum Shop - Souvenirs

You see: sliding doors (north), bookshelves (ne), small hole (west), "Welcome" mat.

> x mat. (Thick.) look under mat. (Nothing.)

> look in hole. x blockage. (Lies in rut of sliding doors.)

Surrounded by Brochures

You see: photocopier, shelves, booklets.

> x booklets. x shelves. x copier. (has closed lid, button, wheels.)

> push copier south. (Reveals a hatch in the floor.)

Museum Shop - Souvenirs

> push copier onto mat. push copier ne. (for its light)

Surrounded by Brochures

> open hatch. e.

In the Dark

This is a temporary location.

> s.

Generator Room

You see: exit (west), generator, chute (down).

> x generator. push switch. throw switch. (It needs fuel.)

> x chute. down.

Museum Art Wing West

> sw. take torch. w.

Long East-West Corridor

> x north wall. (see rectangular outline; possible after reading "AbRec" file.)

> push north wall. touch north wall. (A secret door opens!)

> n.

Stone Passage

You see: footprints, sandstone blocks (ne).

> x footprints. (man on tiptoe?)

> w. (wall opens and closes itself.)

Anonymous Exhibits

You see: display case, shutters (south).

> x case. x cards. (Can't get a proper look through the glass.)

> open case. (Locked.)

Staff Room

You see: poster, cupboard, coffee table, armchairs, light reading matter, tall man with mug of coffee.

> x man. (Old Giles.)

> tell giles about me. ("Take a seat.")

> sit. (There's a bulge in the green chair.)

> ask Giles about grandfather. ask Giles about museum. ("how did you get in here?")

> tell Giles about secret door. ("show me")

Anonymous Exhibits

> touch east wall. [+1 pt] ("I'll open up the shutters. Once I've had a look in here.")

> n.

Staff Room

> x reading. ("Creatures of Mythos") take it.

> read about mermaid in booklet.

> read poster.

                    Mulldoon Museum of the Magic

         tatue Corr  r -                ture X.   Rai 
                  Corr.       Shop                   K 
                  Shop         hop 

         ury     Cellar ----   --- XXXXXXXXXXXX 
      Staff R.       |   XXXX       XXXXXXXXXXXX 
         p. X.  XXXXXXXXXXXXX        XXXXXXXX     M.Ar 
          . X.   Corr.    Foye          er)XX     Histor. 

> x cupboard ("Key Reserve" from "cabinet" to "Chiswick").

> open cupboard. (It's screwed shut.)

> touch green chair. open it. reach in it. (find yellow screwdriver)

> close chair. (taking a feather on impulse)

> take screwdriver. unscrew cupboard with screwdriver.

> look up garden in cupboard. (Taken. Giles returns; "I've opened the shutters.")

> sit on green. ask giles about coffee.

> giles, where is edgar. giles, who are you.

> giles, where is botanical room. ("east side")

> z. (Giles asks if you want coffee.)

> say yes. (He goes and puts your cup on the table.)

> x cup. smell coffee. (Giles put a pot of sugar on the table.)

> giles, thank you. x pot. take sugar.

> put lump in yellow mug. take sugar.

> blow cup. drink my cup. g. g.

> giles, what is the generator for. (It's a crux point for magic.)(Giles mentions the General.)

> giles, what is magic. g. g. (It's translocation; that's plenty.)

> stand. ("Are you off?")

> say no. sw.

Entrance to the Games Room

You see: wooden door, sign-board, mechanical monkey with drum.

> x monkey. open flap. x lever.

> x door. (jammed shut.)

> x board. ("OPEN MON-")

> put pane in frame. (+2: "OPEN MONKEY RESERVE")

> pull lever. z. push lever.

> e. s.

Post Office Exhibit

You see: message board, image scanner, stamp cutter, metal crate.

> x message board. (fragile; red wire)

> x image scanner. (slot, tray, panel, green wires, red wire, blue light)

> open panel. x wiring. (crackling with electricity; something in there)

> x tray. take card. x it. (depicts a lion)

> x cutter. x lever.

> x crate. x mechanism. (missing bands for pulley connection)

> look in crate. (empty)

> w.

Back Room

You see: thermostat, broom.

>x thermostat. push reset. touch reset. (no immediate change)

>x broom. take it.


History Exhibit

> unlock door with garden key. (You leave the key in the lock.)

> open door. s.

Rain-Swept Garden

You see: door, bushes.

> x bushes. se.

Bower in the Bushes

You see: blanket.

> x blanket. take it. [+1]

> nw.

Rain-Swept Garden

> w. ne. (You're unwilling to venture out of sight of the door.)

> n.


History Exhibit

> light match with brick. light copy with match. melt man with copy. (satchel is freed). g. take satchel. look in satchel. read scrap.

(In Grandfather's handwriting)
Other examples: FLAMING, HELL/HALL/HULL, BING/BONG, ROME, TANG, TORS, "BRILL"/"BRASS" (Tm) FANDANG ("will you do the:")
- Then a line has been scored across and beneath that is written:
Mnemonic: Feisty little rodents pinch..
The paper is torn off here.

All the examples become new words if you add O the end. The filename "flrpn' (floorplan) is suggested by the mnemonic. (Also, you know from "ask Giles about poster that you need a contraction of "floorplan".)

> wear satchel.


Generator Room

> fill funnel with can. x can. (It's empty now.)

> drop all. (You need both hands free to throw the switch.)

> throw switch. [+5 pts]


Post Office Exhibit

> put band on wheels.

Walkthrough: Lady Nimue

Wooden Hut (as the Lady Nimue)

> x me. i. x robe. x cube. rub cube. (Lightning bolt!)

> stand.

Village (as the Lady Nimue)

You see: huts, villagers, tree, totem.

Note: riverside to ne, but you decline to visit there.

> x totem. (Features sun and empty square socket.)

> x tree. x huts.

> take cube. put cube in socket. (Doesn't fit. Aesthetically.)

> rub cube. x branch. (A cart halts; the driver starts to move branch out of his way.)

> ride cart.

Hilltop Construction Site (as the Lady Nimue)

> x people. x stone. (The Old One is building a stronghold for magical knowledge.)

> n.

Work Area (as the Lady Nimue)

They are using purple light to teleport the stone into place! Various iron tool heads on the platform are unaffected by the light.

> x tool heads. x platform. get on platform.

You teleport to the half-built tower, see "We will become one, for the greater good." You also see two pillars: one a unicorn, the other split and bloated. You enter the mouth of the pillar into a tunnel...

... and the vision ends and you are back with the fortune tennel as yourself. [+3 pts]


Extras

Objects

axehead: a crudely formed axehead
Found in display case at Anonymous Exhibits. Examine it. Take it.
bauble: glowing bauble
Doing anything with it, even trying to examine it, makes it explode with explosive deadly force, killing you.
blanket: a thick tartan blanket
Found at Bower in the Bushes. Examine it. Take it. It can be worn, but you can't walk around while wearing it. You can put it on the Christmas tree, and thus get it upstairs. At Generator Room: cover chute with blanket. [+2 pts] Get back downstairs by rubbing the pendant (assuming it's been charged up.)
brick: a half a brick
At Outside Museum: reach into crocuses to find it.
broom
Found in Back Room. You can sweep with it. "Push blockage with broom" is understood, but ineffective at "Museum Shop - Souvenirs".
can: petrol can
Found inside the mechanical monkey at Entrance to the Games Room. Just "open monkey. look inside monkey. take can."
cards: some yellowing label cards
Found in display case at Anonymous Exhibits.
"charm - 741 AD."; "tool - stone age"; "matchstick - approx. 11th Century"
case: display case
Found at Anonymous Exhibits. Unlocks with the cabinet key found in the key cupboard in the Staff Room. Look in case: glowing bauble, a crudely formed axehead, and some yellowing label cards.
coral: a piece of blue coral
It's in your inventory at the beginning of the prologue flashback sequence. As a young boy, you recently snatched it from the neckband of one of the King's deer which you have shot. At "Clearing in the Forest", put the coral into the purple mesh of light in a tall elm's roots. This creates a yellow vortex, which you should enter immediately.
"Creatures of Mythos"
Found in Staff Room, initially presented as "light reading material". Use "look up [creature] in creatures" to read about them. Look up dragon, featrix, mermaid, monkey, unicorn. It doesn't know: goblin, god, lion, minotaur, ogre, pixie, witch, wizard.
crocuses: large stone crocuses
They are scenery at Outside Museum. Look in them: although their thin necks makes it impossible to see, you are certain something's in there. Reach in crocuses: find a half a brick.
cube: metal cube
It's in the pocket of your blue robe at the beginning of the sequence where you are the Lady Nimue. Take it. Examine it: one edge is worn from rubbing. At Village, rub cube to summon a lightning bolt, which hits the tall tree and drops a large branch onto the road. When a cart stops because of the branch, ride cart.
dias
It's a scenery object in Museum Foyer. Examine it: it has a small black button. Pushing the button appears to do nothing, but the response is delayed a couple turns: an old Christmas tree descends on a cable onto the dias. After a few more turns, the tree ascends back up through the ceiling.
dragon
The left pillar at Top Of Steps is carved into a dragon. Examine it. Look in dragon. Look up dragon in Creatures ("Creatures of Mythos").
envelope
Seen in small vent at Long East-West Corridor, but it's out of reach.
feather: a pigeon feather
Obtained when you close the green armchair in Staff Room, after you've removed the yellow screwdriver from its interior.
guide: a "Mulldoon Museum Tour Guide" pamphlet
Take guide (at Surrounded by Brochures). Read it. Read adverts in guide. Read shop in guide.
key: the cabinet key
In Staff Room: look up display. It unlocks the display case in the Anonymous Exhibits.
key: the museum key
It's in your initial inventory after the prologue sequence. Examine it: it's silver. At Top Of Steps: unlock the glass doors with the museum key. (You'll also need to use the keypad to fully unlock those doors.) Later, at Farm Building, give the key to the fortune teller (after she's asked for silver).
keypad
Scenery at Top Of Steps. Examine it: it has a LCD screen and four push keys: SELECT, DISPLAY, CALL, and OTHER. To unlock the glass front doors partly: push DISPLAY, then push OTHER, then push SELECT.
lump: a sugar lump
Take sugar from the sugar bowl in the Staff Room. (Giles brings the sugar a couple turns after he's brought you coffee, if you said yes when he asks if you'd like some coffee.)
note: a note from Grandfather
It's in your initial inventory after the prologue sequence. Read it: you'll need the museum key and another key to enter, and you're told that you should see if the plants in the Botanical Room on the top floor have died (which would mean that your Grandfather is lost or dead). Examine the back of the note:
"Last Week's Code: EVENT, PART, CONSULT, NIGHT, COVET, COMET, PLANE.." (The last letter is half ripped through, though it looks like a T).
Assuming the last word was PLANET, note that each word ends in T, and they all make other words when the final T's are dropped: EVEN, PAR, CONSUL, NIGH, COVE, COME, PLANE.
pendant: a glass pendant
Obtained from fortune teller after giving her silver. Look through charm to see TIME in its mists. At Modern Art Wing East: look through pendant at trough:
"Those that this shape doth endorse,
Shalt traverse to where strong is the force,
Those that maketh power."
Put pendant in hoop: It fits and the the beam becomes a hexagon that fits the trough. You're also teleported west one room. If you reclaim the pendant and touch it, you find yourself back at Modern Art Wing East, but it's not clear how you got there.
photocopier
Found at Surrounded by Brochures. Examine it. Open lid. Put guide in copier. Close lid. Push button. Look. Take photocopy. Open lid. Take guide.
plaque: bronze plaque
At Musuem Foyer. Examine it:
"Religious Question" by T. Seagrave 1972
satchel
Found at History Exhibit; the waxwork man wears it. To free it from his wax shoulder: light match with brick. light copy with match. melt man with copy. The satchel falls off the melted wax shoulder. The satchel is perpetually open and contains a scrap of paper initially. You can wear the satchel and increase your inventory limit. Unfortunately, the satchel is too bulky to wear and grab onto the Christmas tree at the same time.
screwdriver: a yellow screwdriver
Found in the Staff Room, inside the green armchair's stuffing. (You find a lump in the chair when you sit down.) Open the green chair, then reach into it to find the screwdriver. Close the chair. Take the screwdriver (from the coffee table where you put it down).
shutters: metal shutters
One set blocks the west exit at Long East-West Corridor. Another set blocks the west exit at History Exhibit.
teller: fortune teller
In her presence: THINK (or think about something); this verb is hinted at. Give her the museum key (it's silver), after she's asked for silver. She asks you to choose from Time, Art, or Force. THINK TIME.

The clairvoyant nods, and turns over the card on the round table. On it is drawn a picture depicting an aged man, sat by a river, wrinkled hand resting on a sundial. "Time," states the clear voice in your head. "As it was," and she nods, sweeping together the three cards with an arc of her hand and slipping them into her cloak. "I welcome you, Mulldoon, to your truth." With her other hand, she slips her hood from her head revealing a soft curved face, docked with tendril-like wafts of long black hair. She smiles, and there is something beautiful (not lustrous) and familiar in that look.

She reaches into a fold of her cloak, and removes a charm, which she places on the table.

Take charm: You wear the pendant and touch its disk. You are now playing as Lady Nimue at Wooden Hut. You cannot talk to teller, but THINK about topics: key, silver, teller, future/me, grandfather, pendant, magic, cube, cards.
thermostat
Found in Back Room. Examine it: it has a touch pad labelled RESET.
trough
Found in Modern Art Wing East after the hoop sculpture has been swung so its beam hits it. Examine trough.
torch: a blue metal torch
It's in your initial inventory after the prologue sequence and already turned on. Examine it: bulky, iron casing, bulb produced heat, and a rubber band is wrapped on one end.
tree: Christmas tree

It's summoned into the Museum Foyer by pushing the button on the dais. You need to be on the dais to reach it, and have free hands to be able to grab it. Since it's dark up there, the game won't let you ascend with the tree unless you can bring light up there with you.

Examine tree. Fix lights. Turn lights. [+1 for repairing the fairy lights.] Grab tree to get to "Museum Shop - Information".

trough
Found in Modern Art Wing East by swinging the hoop. Look through pendant at trough to read it; put pendant in hoop to make the beam a hexagonal teleporter for .. what? You cannot enter the beam yourself; inappropriate objects are warded against insertion.
unicorn
The right pillar at Top Of Steps has a unicorn carved in it. Examine it. Look up unicorn in Creatures ("Creatures of Mythos"). Kiss unicorn (It briefly glows).

Rooms

Long East-West Corridor
The north exit isn't initially available. You must have seen the map shown by the "Abbott's Records" on the computer terminal before you can discover this secret door. Later, tell Giles about secret door.
Museum Art Wing West
The north exit isn't initially available.
Top Of Steps
The east exit isn't initially available.
Rain-Swept Garden
You initially won't venture away from sight of the door into the dark; therefore you can't initially go west or northeast of this location.
Generator Room
The floor is tipped so anything that is dropped here rolls down the chute -- unless the blanket covers the chute, in which case everything lands onto the blanket. Things put into trough teleport to this room. If the blanket isn't here, they'll fall down the chute a turn or two later.
Stone Passage
After the generator is turned on, a red spiral appears on the east wall here. Walking east (through the spiral) takes up to Museum Shop - Souvenirs. You don't keep all your stuff; the pendant stays, but where did the rest go?

Guide

Adverts: "Cameo roles on offer in new short British film. Title "Depression and Misery but make sure the Yanks don't find out". A wry comedy of hardship and the stiff upper lip set in rural London. It's Four Weddings without the weddings and just the funeral! Write to CameO, 14 Thregflood Rd, Cam, C47 ATF."

"Problems? Important Information? But you don't know how to convey it to other people? Book an appointment now with us, and we'll help you TELL all! After a few short sessions, the benefits will really TELL. And we can TELL you no-one else will TELL you came to TELL. Strictly confidential, of course. (No need to TELL!) [TELL: Therapy for Enlargement of Linguistic Lucidity. TELLephone 376- 8385473.]"

"Hungry? Nostalgic? A bit strange? Then come and eat at 'Old Heroes', the new theme restaurant in the Covent Garden area. Based on war and battles of current times, come and savour our wide range. Start with a 'secret map on toast' to be eaten (just like old times!). Then comes the 'Co(l)d war fish platter', and finish with a fruity 'Berlin Wall Crumble' or a 'Defence Minister blancmange'. What could be better?"

"Upper Wicklow Worm-Stamping Competition: Why not come along and have a jump around; see how many little invertebrates you can fool? More fun than is strictly legal in some parts of Hertford! Call Jean or Bob on 195-WORMFUN."

Armour: "A small range of armours from the years - they of course have no relation to the Magic in construction, but are here so that the building can obtain the council definition of a 'museum'; thereby accruing the appropriate tax benefits. Also, there is some historical relevance to the guardians of the Magic in the Dark Ages, who tried - but failed - to prevent the sacking and loss of the first sanctuary of the Magic. The ruins of this site were then used by the Abbott Hungforth Mulldoon to construct the monastery where the knowledge was rediscovered."

Botanical: "The Botanical Room is a haven for all things horticultural, and resides in the museum's landscaped indoor garden. Easily accessible by a virtually direct route, it lies on the north side of the museum, and is maintained by the trusty museum curator, Edgar Mulldoon. Why not drop in and taste a tomato?"

Bridge: "The glass floor is a modern addition to the Museum's bridge, for thrill-seekers and those with an architectural bent. It offers a splendid overview of the museum. Careful though, it can be a bit scary!"

Cellar: "The Museum's lift is mainly intended for use by museum staff; however guests are free to visit any of the four floors available if they wish."

Egypt: "A unique feature - believed to be the only display of Tamayan artefacts in the world. The Tamayan culture was a attempt at a clone of the nearby Egyptian system, with a few changes (five-sided pyramids, Sun God 'Jar', etc.) for unknown reasons (copyright laws have been suggested). The exhibit features a replica of a Tamayan pyramid and a sarcophagus recovered from one such site. The symbols have been deciphered as a primitive language system. More interesting is the burial habits practised in the culture: blood would be drained from the body into a certain size goblet called a 'shankh'. Those found are roughly a quarter- pint in size, though slight variations are evident; suggestive of the Tamayan's lack of craftsmanship. However, they seem to have been capable designers as complex aqueduct and plumbing systems have been found throughout the (remarkably few) dwellings which have survived. However, all indications are that they were a much less vicious culture - for example the labyrinths were not, as in the Egyptian case, designed to trap burglars, but rather aesthetic, and security was provided by intricate locking mechanisms instead. And in the death ritual, the blood was not (as in some Egyptian ceremonies) from someone other than the deceased."

Foyer: "The museum foyer is your entrance domain to the Mulldoon experience. It was designed in the early years of the museum, although the modern art piece, 'Religious Question' is a later addition."

Furniture: "The furniture exhibit shows a couple of items found from the old Monastery, now fully restored. (Still under completion - we apologise for any inconvenience caused to those who came specifically for the 12th Century Adder bookends promised in publicity material)."

Games: "A simple exhibit to the joys of childhood and the ingenuity of children's toys. Feel free to have a fiddle around, see what effects you can produce. Of especial note are the simalcrum animals - the horse and monkey - which are blessed with a little intelligence to make them better playmates. Are they wasted on children? You decide!"

Garden: "The museum's beautiful gardens are perfect for lulling time away. They boast several ornaments, which you can discover at your leisure. Or, if your feet are tiring from all the walking, why not rest in the cool bower in the bushes within sight of the main door into the garden and gaze at the beautiful green leaves?"

General: "Welcome to the General's Quarters, opening for an hour at 3pm! Feel free to look around, and have a chat with the owner. Just turn him on, and say hello! The General was built by the museum's curator, and has a variety of conversational threads. Feel free to interrupt with questions, or just to listen to him as he rambles on!"

History: "An interesting and detailed depiction of life from around the time of the museum's construction. Bookmarks are available from the shop, just ask! (Please note: The General's Quarters exhibit is only open between the hours of three and four. Sorry for any inconvenience)."

Modern: "The long modern art gallery is a collection of important works, new and old. Firstly there is the ground-breaking feature of 'Childhood Legends', which its creator, D. Holmes described as 'a kind of link or connection between transient places'. Our extensive sculpture collection features important works in the Magic, and the piece 'Low Rain' was widely believed to be unattainable. The two main sculptures, the trough and the beam, are works of functional magic; however, a focusing piece and full tests on available artefacts have not yet been performed. As soon as the correct beam shaper is located the sculptures will be available for visitors to experiment with."

Mosaic: "The Museum boasts two superb relics of Dark Age magic, as preserved by the Abbott back in the first years of the monastery. These are the sundial and mosaic, both beautiful ornaments and, of course, highly powerful implements, both tied up with the basic symbology of early Magicians. Feel free to play with the sundial (though please restore it after each use, for the sake of other visitors!). NOTE:- The mosaic has been temporarily disabled due to the needs of the Curator. We apologise for the inconvenience."

Museum: There is a whole chapter about the museum's history. The opening paragraph runs like this:

"The Mulldoon Museum of the Magic was founded on the ruins of a monastery, destroyed in the Great Purge of 1534, when Henry the Eighth created the Church of England. Although the monastery had not been of the Christian religion but rather dedicated to the rediscovery of the previous understanding of the magic - lost in the latter part of the Dark Ages - it was assumed to be. The monastery funds were distributed amongst nobles and all the monks disbanded, most to join the wars against Scotland and France 1542.

"However, the Abbott at the time, Hungforth Mulldoon, survived in secret and continued the work and it is he the museum is named after. He was probably the most knowledgeable of all, and luckily the majority of his work was not lost but stored until the creation of the museum."

Further headings run under different years. You could try looking one up in the history index.

[Type "Look up 1537 in historical index".]

Post Office: "The new Post Office exhibit features several pieces of equipment introduced in recent years in a hands-on approach. This is situated just left of the Foyer, in the Security Area due to the value of some of the devices. Please - be careful not to break them!!"

Rainforest: "An example of what is possible with Magic field construction methods, the rainforest cavern is a large indoor tower with maintained atmospheric conditions. It is a large cylinder which runs the full height of the museum, and features several different plants, one the lesser-known species "Arcarus Featrix". We also hope to acquire an animal collection, though at present the Freeka monkeys have failed to survive longer than a few weeks. However, they have taken root firmly and we remain hopeful they will regrow, perennial beings as they are."

Shop: "The extensive museum shop is fully equipped to handle your spending needs, and has a full range of museum gifts and souvenirs, and why not try out the new information service - but watch out for the hole!"

Statue: "The museum's superb collection of busts and marble statues covers pretty much everything you could hope to find in the museum. Why not have a look to see if any of your family relatives have deserved a place?"

T'quilath: "An example of holo/tactic simulation, whereby place and even simple characters can be constructed out of light and then interacted within a confined projection area. Here we show different simulations depending on the day of the week, starting from Monday's "Dinosaur Rebellion" to Thursday's "Alien Invasion". Visitors are reminded that all the contents in these simulations are not - in the literal sense - real."

Historical Index & Footnotes

732: "Date of creation of the five works of Magic symbology; some now regrattably lost. They are depicted in ancient texts in a pyramid, starting with the Five Sages of the Magic at the top (Footnote 9), leading down through the Four Elements of Science (often confused as 'water', 'air', 'fire' and 'earth' but actually 'plant-life', 'star-light', 'metal-forged', 'buried-rock'), the Three Elements of Magic ('art', 'time' and 'force' - Footnote 5), the Two Phases and finally the One Magic. [Note: The museum is proud to own the surviving three pieces and a mock-up, similar in design though on a smaller scale, of a fourth.]"

741: "Estimated date of the creation of the first illumination-transportation device, by a student of the original investigators into the Magic. Though the trigger device (to fit in the hoop) is lost, it is speculated to have had some refractionary properties."

745: "Estimated date of the first long-term receptacle for the illumination- transportation device. Records suggest previous to this temporary containers of twigs and mud had been used, but this first sculpted stone trough shows a much deeper understanding of the mechanics of the Magic."

1534: "In 1534 the original monastery of Abbott Hungforth Mulldoon was destroyed."

1537: "That was just an example. (Though in this year Edward Seymour was made Earl of Hertford and Thomas Wyatt was knighted)."

1602: "In 1602 the museum was formed on the remaining ruins of the monastery, and includes some of the older foundations (especially around the south end) and ornaments. For example the pillars at the front of the museum (c.f. Footnote 4) are originals, believed to have guarded the monastery safe. The first exhibits built still exist; being the modern art gallery. Of course, names have been adapted for anonymity - the museum when first opened was believed widely to be a castle. It first became a museum in 1764."

1642: "Information was released that aided the construction of the first complex calculating machine by Blaise Pascal."

1764: "In 1764 the museum was officially opened, and has since received twelve visitors in its entire working life. In this calm environment study of the magic has flourished, and has been leaked in part over the years - for example in 1642 and 1963 - to aid the human race; following the original Dark Age principles for the Magic (c.f. Footnote 7). The museum's first major development was in 1767."

1767: "About this time the new museum curator, a direct descendent of Hungforth Mulldoon, was located. As predicted he had the capabilities necessary to control the Infinite Regression Process (c.f Footnote 2); it appears this was 'programmed' into himself by the original Hungforth."

1963: "Information relating to complex computational abilities was released to further human exploration, enabling a man to be placed on the Moon in 1969. Early experiments on results brought back have suggested that changes in the central structure of a planet affect magic fields - as is only to be expected. Therefore, the museum is looking forward to setting up a branch in the Moon-Base to be established circa. 2015."

1969: "An important year - results from the Moon suggested different effects of the same structures on different planets. Our researchers are looking forward to Mars landings as well, and possibly trips to the vicinity of gas-giants; likely to have utterly different magic interpretations."

1972: "Date of the creation of the museum's only non-functional art exhibit; the curator at the time was considered looser than those which followed."

1983: "A bland year, notable for the failed attempt to create a no-support elevator."

2015: "Date projected by current information release schedule for a Moon-Base."

2087: "Date projected whence the science world will accept the patent of the MasterCopy tree, capable of growing specific metal shapes inside the fruit."

footnote 1: "However, this was later proved by a method of forensic research, and so the point is now moot."

footnote 2: "The process by which the 'Endless Corridor' mechanism contained within the original monastic pillar functions. Only can be used by correctly programmed organisms - which appear to be a creation of the original Abbott. Little facts are known about this, however."

footnote 3: "Many people argue that such approaches towards problems such as this involving badgers are over-enthusiastic and deprimental to the environment in which the huntsmen finds themselves - however, the same people often conclude this as no bad thing either."

footnote 4: "The two pillars serve separate functions - the unicorn will only reveal the safe it conceals for a friendly presence, ensuring security (it is believed in fact that only the Abbott of the monastery himself was able to open it, but it is not known exactly how this was ensured. Some sort of genetic sensor has been suggested, and is considered still to be the most likely answer). The dragon covers a more interior secret; the monks had just discovered the system of Infinite Regression utilised by the 'endless corridor'."

footnote 5: "A famous story tells of Merlin's discovery of the third element, after identifying two. It apparently appeared to him and was given in a dream. Though this is of dubious merit, we should anyway be grateful as it was this event that led to the initial unlocking of the Magic process."

footnote 7: "The original principle was that Magic should be distributed so as to minimize human casualties but improve the general quality of life as much as possible. Thus all effort is made to encourage better heating, lighting etc. but those developments which could lead to more effective weapons are release very slowly so as to try to prevent what the Dark Age practioners called "Pandora's Armageddon".

footnote 9: "Some have speculated on whether Merlin is actually one of the prophesied Five Sages, due to theories that the Magic was first originated by older cultures than our own overseas. However, this is usually dismissed."

Creatures

(not found: badger, dog, dinosaur, chicken, lion, parrot, pigeon.)

"ARCARUS FEATRIX - A large smooth tree with few branches and large roots, both of which tend to clump into large knots. Bears few fruit, protected in these clumps, and are incredibly thick-skinned to survive the large drop from treetop to ground, and upon impact the tight contents allow the fruit to bounce away from the parent tree. Another clever adaptation of this process is that when the fruit becomes overripe the inside transforms to also a liquid puree, so that all the impact is absorbed and the fruit will not bounce; thereby staying next to the parent tree and providing it with the nutrients formed by its decomposition."

"DRAGONS - The dragon was famously slain by St. George with a giant lance. Similar tales exist about King Arthur, although he is supposed to have used a sword. Dragons are large and scaly and can breathe fire."

"FREEKA MONKEY - The only 'mammal' known to grow in loose soil, the Freeka monkey gestates perennially with each individual living for only one summer. What sentience exists is stored in the deep roots which stay through the life of the whole animal and so individuals pass on learning to their next 'generation'. This has two distinct benefits - death is not a permanent hindrance, rather a greater danger is weedkiller; and secondly each yearly offspring can be slightly evolved and better adapted to its environment than the last. Known to feed on the fruit of the Featrix tree. The monkey cannot however afford to waste its incarnations as it has a limited supply of protein etc. with which to build them. (The individuals are all instinctively 'programmed' with the need to find food for both themselves and the parent plant; a semi-mature Freeka monkey is often known to spend a whole day burying dead animals next to the roots). Therefore they only germinate under condition in which fruit can grow and when it is raining. The plant senses the latter - strangely perhaps - not by using its roots as water-detectors but motion-sensors and like worms they wait for the patter of rain."

"HORSES - No myths refer specifically to horses (barring the Trojan one), and yet several feature as they were most heroes preferred form of travel. In fact, anyone showing good riding ability could well be described as a potential candidate. Several had favourite horses who became like friends; only rather inadequate ones due to the inability of most to talk."

"LILLE ARCARDIA - Lille Arcardia; although not strictly a creature, warrants a mention due to its curious growth. Once planted, it is known to grow remarkably quickly, becoming full-size in often a single day. This requires a large amount of energy though, so the plant will only germinate under an intensive beam. The plant has several other remarkable features; for example only one large thick leaf described by the fifth century horticulturist and druid Arganthian y Correlis as 'as large as seventeen men abreast and just as absurd'. It also only grows one flower, protected by an array of large, hook-like thorns used by the Celts for sacrifices. Finally, it is also renowned for its seed of pure gold, a feat even modern scientists have yet to explain; not to mention believe."

MERMAID - Strangely enough considering the cover, there isn't a single article about mermaids.

MONKEY - see FREEKA MONKEY.

"UNICORN - The unicorn is often seen as a distant but basically friendly animal; however one betrayed by the avarice of man in what is often seen as a parable with a very weak metaphorical base. Myth(os)ical unicorn hunters were said to use young female virgins to attract the beast so they could steal its horn; though the animal would only lie down when the girl kissed its forehead."

Statues Corridor

Found: Abraham, Holmes, Melzack, Mulldoon, Seagrave, Yew.

Not Found: Abel, Arcardia, Blaithewaite, Cheswick, Correlis, Costle, Germaine, Growther, Ingold, McArthur, McGoon, Pascal, Seymour, Wyatt.

Maybe: Giles (need surname).

Objects unused

  • incredible machine (diy android)
  • skeleton key
  • coffee bag
  • bowl
  • metal cube of lightning
  • glowing liquid
  • rest of lilli plant?
  • - - - - - - - - - - - - - - -
  • aluminum sphere (for open-topped box)
  • humerus bone

Puzzle unsolved

  • dragon & unicorn
  • cool bag/ice floe
  • glass wall with three holes
  • ne at secret passage (where footprints were)
  • twisted shelves (where copier was)
  • sword in stone
  • force field/wooden box/vortex at Next to Cliff Face
  • read rolled painting
  • mosaic
  • - - - - - - - - - - - - - - -
  • botanical door & open-topped box
  • busts in Statue Corridor (partial)
  • (maybe carpet maze?)

From the computer terminal at "Museum Shop - Information":

"CURRENT FILE: "Abbott's Records" OPENED BY: USER3 (E.M.) 
 ---------------------------------------------------------- 
Notes: Recovered 13/6. Date written; estimated 1500 - possible construction plan. Lacks normal cross shape due to non-sacred nature - it is believed that the Abbott did not want to offend religious orders. Skeleton remaining is as follows; layout exactly as that of the museum lower forward section. 

                             | 
     - Passage           Antechapel  -  Nave 
                       (MODERN ART GALLERIES) 
          |               /               | 
     - Passage - Ambulatory  Storage -  Apse 
                  (FOYER)            (WAXWORKS) 
                    |                     | 
                 GROUNDS               GROUNDS

[ Q - return to main menu ]"