(Continued directly from my last post.)

So, despite this game doing heavy borrowing from Crowther/Woods Adventure (troll at bridge, plant you water to make big, giant snake) it manages to pull a very interesting high concept. It gets somewhat hinted at in the manual:
It is best to explore well before attempting to take anything back as this often raises the alarm and causes you no end of trouble as various people chase you. THERE ARE NO RANDOM FACTORS – if you are killed you did something to cause it – there will be a sensible explanation and a solution.
Remember, the premise is that we are entering an “enemy kingdom” in disguise to retrieve the treasures. This means there are parts of the game that are easy to get in, but hard to get out. In other words, this is as if rather than just being in the classic adventure genre, this is a heist.
I’ll give some examples along the way. Let’s tour the evil land of Grunlock:

My map so far. Based on room count I’ve only seen half of them. The boundary between the kingdoms is marked with a red dotted line.
I count six areas in the eastern section (this is kind of arbitrary, but it makes sense somewhat). First off is the above-ground portion, the first part reached:

Most of this area is “dense forest”, although there’s a canyon crossed by a wooden bridge that seems ominous (it isn’t an obstacle, but I could easily see something causing it to burn/collapse if our adventures go awry). There’s also a classic Adventure bird:

DESCRIBE is the game’s version of EXAMINE. This is the first game since Journey I think we’ve had where DESCRIBE stands in for EXAMINE. It can be shortened to DE.
There’s also a small building, although it is not the Adventure Special.

This is where the troll lives. That’s the same coin that we tossed him before crossing the bridge, and if we try to go back, and use the coin for a toll, he kills us.

This is very similar to how you can throw the eggs and reclaim them via magic in original Adventure — the troll will be mad we frustrated the toll. I’m wondering if this moment is how the author got the conceptual theming I was talking about earlier.
(The upshot is I don’t think I’ve softlocked the game by tossing the coin earlier in the game to the troll, but there needs to be some trickery in order to get back over the river. Still, maybe there’s a sneaky way to get from the west to the east side in a one-way fashion, and the coin gets used on the way back? Since we found the coin on the west side, not in the evil kingdom, I don’t think it counts as one of the stolen treasures.)
Other than that there’s a flower (“A small white flower with a strong smell”) and a “pothole” to go down deeper.

These are mostly straightforward junctions and passages, except for the “huge eyed guard” which you have to go by to go in or out. The guard does not react … yet.

This will mostly definitely be a problem later.
There’s also a classic “snake blocking a door” that looks like the one from Adventure.

I should also point out there’s another one of the odd “maze” sections the game has been putting in. Rather than the game putting one big tough maze to map, there’s just been little ones.

Using a Fish to map things out. Incidentally, if you take the fish from its original spot it gets described as a “dead fish”, which suggests another way I may have already softlocked the game.
Moving on to an area with a spring where I have solved a genuine puzzle:

Other than the spring (where you can load up on water, although that’s true a couple places) the useful part is past a sleeping guard, where there’s a chest.

I am proud to say I nailed this puzzle first time.

Specifically, I locked the chest back again, then ran to the south where there’s a room that’s otherwise empty and not useful. Then, after the guard had left, I was able to scarf away with the diamonds, this time without making any noise.


Heist complete! The diamonds don’t attract the attention of the “huge eyed guard” incidentally, so it isn’t just holding a treasure that activates them.
Off to the northeast, there’s a small genuine maze.

Specifically, you’re in an area with “shafts” where some of the exits explode and kill you. This seems to be consistent and just a matter of mapping things out.

You get a wrench at the end (by a non-functional machine which the game doesn’t let you noodle with), so maybe that’s it.
Going to the southeast, there’s a “kitchen” a “dining room”, and a room with a lot of guards.

You can make your way around and above the room itself. I have a feeling I’m supposed to drop something in on them that will cause them either to run away or pass out.

The last section I’ll call the “farmer area”.

There’s the classic plant you need to water to get higher, where you can find a grainery (where you can safely grab the grain) and a small building (which is locked, and has a spade). If you try to get away with the spade, though, you get stopped at the “Top of Small Pothole” room.

The spade enables the verb DIG which I’m sure will be necessary somewhere, but isn’t helpful anywhere in the farmer area.
With the grain absconded with you can go back and feed the bird way back in the dense forest area and capture it in a cage.

Then you can take it to the snake, where you might expect it to chase the snake away.

Sorry, it isn’t going to be that easy!
I have some theories to test and things to prod at, but I’m fairly confident I’ve got this set of areas thoroughly mapped. Other than the snake I need to deal with the guard room and the farmer, so it doesn’t seem like a lot of hanging obstacles; there may also be obstacles (the wooden bridge, the guard in the tower) I just haven’t activated yet.
One last thing to mention: I did go through my standard verb list looking to see what the game understands.

This is an extremely small list. In may in fact be a record for a game that has a parser and no USE command. Just DIG, DRINK, LIGHT, THROW, LOCK, UNLOCK. I guess in some sense that’s all you need? For watering a plant, that’s throw. I assume you attack with the axe with throw as well. No need for OPEN when anything that needs opening is locked. It’s fascinating that there’s some very complicated depths upcoming using such simple communication (not even USE covering for the lack of verbs!)
Is the snake sated by eating the bird, the way the bird was with the grain?
It is not.
It will actually swallow anything you try to drop or throw in the room.
The bird being yellow but covered in black dust brings to mind the idea of a “canary in a coal mine.” Is the wrench maze area a coal mine? If so, does bringing the canary there give a warning when you’re about to experience death by explosion (which might be coal gas reacting with your lamp)?
I also thought about canary in a coal mine and the shafts and explosions. Maybe you get a notice that the bird stops singing, or even dies, if you wander around with it in those places.
The murderous farmer, then have you tried chopping the plant down after descending? THROW AXE or DIG with the spade perhaps?
I see now the word “firedamp” in the “huge eyed card” section map image above, that was a kind clue to coal mines and explosion danger. The adventure constructor seems not-so-nasty with both this and “yellow covered in black dust” to help us out.
https://en.wikipedia.org/wiki/Firedamp
Having the canary with you makes it so you can traverse the entire explosive area without anything blowing up
I need to make another pass but I’m unclear if there’s any extra objects? Seems like there would be but I haven’t found any doing a quick run-through.
re: the plant
THROW AXE
Ok. You are killed by the plant falling.
I would interpret the suicide-by-plant result as reasonably indicative of there being some other “proper” way to block this path for your pursuer. Could you make it wither by poisoning it with something (eh, fish – probably not)? Or by timing it so that it runs out of the water you gave it to grow just after you have made it down? (I forget if there were any other timing puzzles so far, more likely if that was the case.)
Looking at the new picture of the zodiac sign symbols I notice that it seems torn at the right end, it is a more obvious and distinct clue than from the former screenshot where we only had textual information that it was “torn” but not how.
The puzzles do not seem so “lore-convoluted” this far, compared to Ferret which was my mode of thinking originally.
I would not be surprised if the clue means that you need a sequence of e.g. 1 2 4 7 / A B D G / 0 1 3 6 / 3 4 6 9 / … (in decreasing likelyhood) [and some continuation of the sequence that we have to learn in another way] to open a safe or enter a vault or something similar at some key moment.
yeah, part of the reason I tossed the picture up is it looked a little different, going to wait on deciding until we get to that point, but some sort of code seems most likely to me
also, correction on the bird, now that I went back to map, the explosions still happen, but if you end up next to an explosion room, the bird stops singing, and when you go back to safety it starts singing again
wait, it’s even weirder
in one save state, I have the explosion
in another, I don’t
I think the only difference is I got the wrench on the other one? I’m not sure why that’d make a difference? will muck around but it looks like I have a new region to explore
OK. Too dry, fish die.
I don’t want to spoil the game for you having just completed Quondam paddling my own canoe throughout; Rod Underwood would have bowed in reverence to the coin puzzle.
I finished, so feel free to spoil. (Also it didn’t push to the Jetpack reader this time for some reason, argh. It’s up though.)
I rmember thinking that using the coin early on may have locked me out of winning; a clever conceit on the author’s part as most people would not countenance object replication in this instance. I have always been a fan of Machiavellian puzzles in text adventures. Quondam has the pool of water in the desert and the white tablet where the latter is ostensibly a cure for the former. Likewise the red battery in Curses although I suppose the fact it has Achtung! written upon it is a nudge towards logicality. Castle Ralf has a crumbling ceiling and a machine with three buttons that can only be used once so it is a case of save and press. The bracket to prop the roof up is the wrong answer!