(Continued from my previous posts.)
The good news is I’m fully clear of the 501 content (1978) and now tangling directly with the 751 section (1980). The bad news is the author clearly thought going to the ’80 version that it was an opportune time to up the difficulty.
At the very least, the sheer combinatorial explosion of the number of items the game now has makes each step much rougher than it needs to be.

TODAY, March 1983. The poster artist is Gray Morrow who is most famous for the Tarzan comic strips (post 1983) but also did work for both Marvel and DC.
Starting simple, I was running over my map trying to figure out the best spot for my shovel when I decided on the beach (even Pillage Village had us randomly dig at the beach, with no shovel at all!)
You’re on sandy beach.
DIG
You’ve dug yourself into a three foot hole in the sand.
DIG
You’re up to your waist in sand.
DIG
You’re in a deep pit in the sand.
You have unearthed a delicate, multi-hued conch.
That doesn’t mean I’m necessarily done with the shovel! None of the other candidates I’ve tried have panned out, though.

While out at the beach, I should mention the flute. Or rather, specifically the rat it summons: the rat has been roaming around aboveground the whole time, essentially the outdoors version of the pirate. I realize it was swapping useless items for useful items, so that “pebble” I found really was an item swap; I’ve also gotten an old shiny button where a pirate chest used to be (I had dropped the chest thinking it would be heavy and “protected” but it isn’t). The occasional bad odor also is from the rat.
The upshot here is rather than the rat being useful (as I was first thinking) is that I needed to get rid of the rat. The flute’s reference to the “pied piper” is the key here.
You’re at blackened shoals.
GO UP
You’re at Ocean Vista.
LOOK
You are on a high cliff overlooking the sea. Far below the rolling breakers smash into a jumble of blackened shoals.
The thunder of the surf is deafening.PLAY FLUTE
After playing the flute for a few moments, you become aware of stealthy footsteps behind you.
The big rat, entranced by the music, blindly lurches over the edge of the cliff, only to be pounded to smithereens on the rocks below.
With this done, it is safe to put items on the ground in the building now. I used the opportunity to mop up a lot of the items I needed, like the vase (which is highly breakable and goes on a cushion). I also finally ran across the Wumpus corpse I had been looking for back at the Lost River section.
You are standing on a large flat rock table at the western end of Lost River Canyon. Beneath your feet, the river disappears amidst foam and spray into a large sinkhole. A gentle path leads east along the river’s south shore. Another leads sharply upward along the river’s north side.
Nearby is the smashed body of a defunct Wumpus.
On the Wumpus’ finger is a small gold ring.
It was, of course, one of the last sections I checked, but I should have been suspicious sooner, just in a structural-solving sense: there was otherwise a decent chunk of map that wouldn’t be used.

Six rooms otherwise not used. Crowther would be fine with a section like this, but not Long (who was the one who made this part).
One other item from the area I’ll mention now, although in practice it came much later than my other finds:
You are in the Conservatory, whence the gnomes often repair to relax with a little music. On one side of the room is an old upright piano.
OPEN PIANO
Ok
LOOK
You are in the Conservatory, whence the gnomes often repair to relax with a little music. On one side of the room is an old upright piano.
It contains:
official document
Oof. I was mentally sorting it as some kind of already-open grand piano even though it explicitly says in the text it is an upright. (I wasn’t trying to visualize it, though. I know there’s the aphantasia condition where people aren’t able to visualize and so they keep things in their head more conceptually; I don’t have it, but just because I’m good at visualizing doesn’t means I store everything visually. This is a case where my brain abstractly stored a “piano”.)
More on the official document shortly.
With all that I was still stuck on the “sham rock”, the centipede, and the statue in the ravine. I’m still stuck on all of them, more or less, although I got a little past the rock. Let me do an aside on the rose in the thorns right before the sham rock, first…
A NE passage is blocked by an impenetrable thicket of sharp thorny brambles.
Deep within the brambles is growing a perfect, blood-red rose!
…I had been burning them to get them away but this destroys the rose. You’re supposed to use the sword (pulled from the stone while wearing the crown) instead.
Your elfin sword makes short work of the brambles. After a few minutes work, you hack a large hole through the tangle.
If you just try to take the rose now, it will shrivel. That vase that was previously used for the break-if-you-don’t-drop-on-a-pillow puzzle is now repurposed:
PUT ROSE IN VASE
As you place the rose into the vase, the rose opens in full bloom, revealing a sachet of rare perfume inside.
(This is one of those puzzles where I was starting to feel the burn of having so many items.)
Past the thicket, the leprechaun was wanting me to vanquish “one much larger than I”. Oddly, I knew that I had tried going by with the bear, dragon, and Wumpus all killed, but no luck. Arthur O’Dwyer hinted I was on the right track but I needed “proof”. That would be either the rug at the dragon or the gold ring at the Wumpus; the latter sounded more elegant.
As you approach the rock, the leprechaun (for indeed that is what he is) notices your shamrock *and* your ring, and with a muttered curse, disappears.
You’re in a large chamber. All around are massive skeletons of long-dead members of the order proboscidea ungulata, who evidently used this room as their final resting place. Passages exit north and south.
There is a huge ivory tusk here!
You have to be wearing the ring too — first time I didn’t do that and had to make another full circle to test with the ring on. Grr.

The elephant resting place just serves to dish out a treasure (the tusk) and just past that is a passage blocked by a boulder.
PUSH BOULDER
Although the boulder moves a fraction of an inch, it is too heavy for you to roll away.
So you may wonder if I barely made progress on those three things I named, how I did get farther in? Well, back to that official document:
READ OFFICIAL DOCUMENT
The document is written in an undecipherable script. However, it bears the official seal of the Orcan government.
I hadn’t talked about the helicopter strangely at the start because I knew what they were looking for (a letter of transit) so it didn’t seem like an “open puzzle” really until I found the right item.
You’re at end of road again.
GO EAST
You’re in a flat circular clearing surrounded by dense forest.
Not far away is a helicopter. Its engine is idling slowly. Several jac-booted Orcs are standing guard around the aircraft.IN
After inspecting your letter of transit, the Orcs sullenly stand aside to let you board the aircraft.
You are in the helicopter’s cramped passenger cabin. The only visible feature is a silver button on the wall.PUSH BUTTON
The door slams shut as soon as you hit the button, followed by the sound of the engine revving up. After many minutes of noise and vibration, the engine falls silent and the door slides open.
OUT
You are in the West Courtyard, a wide flat area bounded on the north by a high cliff and on the south and west by the curve of the castle wall.
A helicopter is waiting nearby.
Huzzah, the castle! (I could have made it here a lot earlier, the Conservatory isn’t gated by any puzzle, it’s just a matter of opening the piano and finding the document.)

At least it feels appropriate for now to be the time to arrive in a dramatic sense.

Just to the east of the landing place is a winch. I have been unable to turn the winch; it presumably connects to the drawbridge.
You are at the base of the central portion of the courtyard near what appears to be some sort of large wooden door in the stone wall.
Attached to the wall is a heavy winch.
Neither wooden pole nor rope have been helpful, and generally the winch has been resistant to verbs in general. The game feels like it is pounding against the edge of what’s possible in a standard Crowther/Woods world model (yes, the containers are fancier and you can use more than two words, but it still doesn’t work as smoothly as, say, Infocom).
Farther along is a door with a slot; that’s where the card from nearby the phone booth goes.
You are at the entrance to Lords’ Keep.
A massive door of solid oak guards the castle entrance. In the center of the door is a small slot.PUT CARD IN SLOT
From behind the door there is a whirring sound and the card is sucked from your hand. A moment later, the great oaken door swings open.
GO NORTH
You are inside Lords’ Keep, at the south end of the Great Hall. The room is lit by smokey torches hung high overhead. Several passages lead off to connecting rooms.
A priceless tapestry is hanging on the wall!
Side passages have an “aviary” with a “clay statue of a black bird”, and a room overlooking a “secret garden” where there’s a “knapsack” with “silk sheets”. I assume the latter is a parachute (I tried jumping at the ravine with it on but just died). The same room has a barred wooden door.
You are in a small room off the east hallway. Through a heavily barred window you can look out on a lovely secret garden.
A wooden door leads out to the garden.
There is a bulging knapsack here.
Near here is the Kitchen which includes a dumbwaiter. You can put items inside and send them down; to where I don’t know. I also don’t know why you’d need to (I assume I’ll find out soon).
Finally, there’s a puzzle I managed to actually solve:
The short hallway ends at a heavy steel door inlaid with enamelled tiles, each of which is a different color. The tiles, nine in all, are arranged in a 3×3 grid, thusly:

Above the door, a green light is shining.
The stainless steel door is locked.
I am not going to give the solution here, because I’m curious if it’s possible to solve it normally. (Try in the comments!) I did it by getting most of the way through via brute force before realizing the pattern. You need to push tiles in a particular sequence, and you have enough information (assuming you’ve read my previous posts) to solve it with what you know. Brute force requires a lot of reloading save files:
PUSH WHITE TILE
You are obviously attempting to intrude into a section of the castle in which you have no business. Faster than you can spit, a trapdoor springs open beneath you, catapulting you into a deep pit at the bottom of which a number of sharp, upright spikes have been affixed.
I’m not quite done yet with new stuff, because hopping back in the helicopter takes you to a third area.
You’re on the south end of a high narrow ridge, which is bounded on its east side by a high mountain. Dug into the mountainside is a ramshackle old mine entrance. The ridge drops off to the west in a rocky cliff. You might be able to climb down the cliff, but you probably won’t be able to get back up.
A helicopter is waiting nearby.
However, the mine just leads to a flooded tunnel; I’m not sure what’s going on here. Going west down the cliff leads to the caterpillar area. (I guess you could softlock if you hadn’t cleared the quicksand by the time you got here?)
I have to be hovering near the end because I’ve now seen the entire poster map. Other than the obstacles at the castle I’m still dealing with the same three as before (just the boulder past the sham rock rather than the cursed little man saying “fnord”).
I can’t tell if you picked up on all my Casablanca references or not! Anyway, right about 1h36m in (9m30s from the end of the film), Rick tells Renault exactly where the letters of transit were hidden. For anyone who hasn’t seen this veritable “Hamlet” of the 20th century, Casablanca’s screenplay is in various places such as https://www.dailyscript.com/scripts/casablanca.pdf , and the film is available on HBO Max. Sadly “The Maltese Falcon” is not.
Errata: s/caterpillar/centipede/
The game will eventually offer you a hint for the boulder if you hang around there long enough — at least I infer that it will. (I have not tested this hypothesis myself.)
FYI, arriving at the parking lot from the north isn’t a softlock: if you come from the north, the map tells you there’s pavement there even if you haven’t poured it yet. So in my speedrun walkthru I actually skip the cloth bag altogether. (Northbound there are fast-travel motion words that jump over the parking lot.) However, it *is* possible to softlock the game by carelessness with the helicopter: I was surprised to find that the game *does* keep track of the single helicopter, such that if you take it to the castle and then teleport back, it *won’t* be waiting for you at the well house.
You didn’t mention it, but the bramblebush is a guess-the-verb puzzle (JNIR FJBEQ, not CUT or CHOP or HIT or even BREAK). And at least in my plays, I’ve never seen any actual message like “The rose wilts!”; it just quietly happens at some point. Which feels out of character when the game is so noisy about telling you that, say, the match you lighted five turns ago has finally gone out. Also, if the ostensible goal is to keep the rose from wilting, you should put it in water; but you can’t fit the rose into the bottle, and you can’t fill the vase with water (it will delicately shatter). How does it help to put it into a bone-dry vase? Internally the game engine can’t really handle vessels that are also containers; but that’s no excuse for non-sequitur puzzle design IMO.
I doubted you’d really crack it in just two more posts; but you packed so much into this update that indeed I can believe you’ve only got one post left now. (Surprised you got into the vault and dug at the beach so casually!) Get the hint to crack the boulder puzzle (nabgure hasnve bar vzub), and then I count only like 1.5 more puzzles that might impede you for even a moment.
I’ll admit I got to digging at the beach quite soo, if only because I’ve played enough other gaes where doing that for no reason is essential. (In particular, Zork/Dungeon includes a nearly identical sequence to that one.)
I waited a bit on the piano only because it was in the description (rather than being called separately), but after seeing the message from the flute thought “I wonder if it’ll let me play the piano too”, which worked. So then I was like “the piano must be in the game for a reason” and it wasn’t hard from there. (Also, I have a vague memory of some more recent IF game hiding something in a piano, though don’t ask me which one!)
And yeah, I agree the bush is a bit guess-the-verb-y. I kept thinking the cutting was the right idea but the game doesn’t know the word CUT so went to do other stuff for a bit. (Finally got through with SWING SWORD. Would probably change that if I was doing it on my own today. Ah, well.)
@Jason: You’ve definitely missed an exit at the mine, but it’s not marked by a normal compass direction as far as I know. Read the descriptions carefully.
Theatre from 1995 certainly has a piano, but I expect there are other games with pianos as well. If there’s an easy way to search for words in walkthroughs (from ifarchive.org for example) that might be used to get a list.
SWING SWORD the problem for me was the reference needed to be to the weapon and not to the target (given the parser includes direct/indirect objects you’d think it’d be nicer!… something I’ll get into on my last post)
the vase is quite unreasonable
It’d be fine in a game where the item count was pruned down a bit (giving a little more latitude testing for “magic”), as it feels absurd for the reasons you mention
I want to express my gratitude for the work by Al Kossow, LanHawk, Arthur O’Dwyer and Richard Cornwell which all combined has made it possible for us to play this again today. A small miracle. And the availability of the high-quality map is icing on the cake.
It has been great to follow along the play here and also read about the history. Thanks to Jason for the posts and looking forward to the “finale” coming up now!
Regarding the steel door puzzle: Is the answer to [chfu ohggbaf va gur beqre bs shpufvn, anper, benatr, erq, qha? (V.r., “sabeq?”)]
yes indeed
any particular thought process on that? I brute forced up through 4 out of 5 before I realized what it was going for (I also thought I might be jumping ahead in the sequence and missing a clue but I figured this has been rough enough I was going all cylinders)
Knowing the solution, it seems to me that the green light above the door is possibly meant to be a subtle clue. However, I think the main clue is the really odd choice of colors; they all begin with a different letter, and three of them are very unusual. “Fuschia” is borderline plausible, but no sane person would pick “dun” for this kind of combination lock in the real world, and “nacre” isn’t even a specific color. Therefore it’s reasonable that the key is a word with F, D and N in it, and the game just happens to give you a prominent word like that.
the way the green light works is it switches to yellow when you get wrong, and red when you get wrong again
when the light switches the sequence resets and you have to start over
I was save/reloading so I didn’t really deal with that
The colors being weird words does suggest something about the letters might be important. There’s still a lot of jumping to connect it up to a magic word and I think (given the light mechanism) the intent may have been like what I did which is start with a little brute force and realize the solve from there, just maybe they were hoping you’d get the idea after “FN” and not “FNOR” almost all the way to the end