THE TILLAMORE TALES 1 Just so everyone knows what we're talking about, the line above is the title of the series and the number of the first chapter (really?). As I have mentioned earlier, the hero's name is William Tillamore, which is sup- posed to be a Norwegian pun - it sounds like "Vil hjem til a' mor" (wanna go home to mum), which is supposed to suggest - at least to Norwegian play- ers - that he's a bit of a wimp. (Relax, most other characters have English pun names or even punless ones!) The family name starting with a T makes the series title a nice alliteration. (We usually abbreviate it to 3T, or 3T1 for this first chapter.) The title of the first chapter is a bit more indefinite at the time be- ing. For reasons too lenghtly to go into here, I have suggested calling a later chapter "The fat lady sings", which gave me the idea to name all the chapters after different "it's over" or "never" expressions. The best I have come up with for part one is "All he wrote", which doesn't really have anything to do with the plot, just that this is the part of William's life where he gives up writing. (I have some ideas for other chapters, but not really any that fit titles like "The cows come home" or "Hell freezes o- ver", so maybe I should just drop the idea.) [A later idea: I just got the absurd idea to make a game called Bob's Your Uncle. It's particularly absurd because all I know about it at this time is that it's going to be about Bob's nephew... Maybe I could use the expression at a title for 3T1 if I call William's uncle (see below) Bob?] [Still later - If you are at all interested in detective literature (?) you have probably heard about the classic "Murder in the Mews". By twisting that title a bit I got something that may be suitable for title for this adventure: Murderin' the Muse. (The idea is the same as in All He Wrote: That this is the part of William's life where he gives up writing.)] Let's start at the beginning, which is not the beginning of the game. But I need to get this at least slightly organized, and the best way I can think of right now is to do it chronologically. So let's start with the city, which is what came first (and long before our hero). The name of our hero's home town actually has a story behind it (which is entirely made up, but based on the ways some real names came into being). The city, which lies at the banks of a navigable river and has a harbour that does not necessarily play a part in this first adventure, was founded by vikings who didn't bother to name it (a practice which was quite common when there was only one of something - why name the river when there is only one river? This, incidentally, is how the river Avon (actually "the river The River") got its name). They just called it "ladestedet", which is Norwegian for "the loading place". This got gradually corrupted (some- thing else that often happens with names in a foreign language) into Lady- stead, and one fine day the Christians got the idea that the imagined lady had to be a pagan goddess, so to put an end to "her influence" they re- placed her with the most Christian lady of them all and named the city Marystead. And that is the name it has kept to this day, along with the popular legend that it really got that name because a certain lady has made quite a few appearences in the neighbourhood... The origin of the city's name is something the player has a chance to learn about by talking to a character who is interested in local history, but it is not really necessary for solving the game. (However, the histo- rian has some other information about old times that may prove more use- ful.) Another placename in the area that will prove to be of some significance is Pandip Brook. This place, which lies a handful of miles from the city and does not play a very active role in 3T1 (but may in later adventures) got its strange name during a gold rush in the 1860's (when miners would dip their pans in the brook to wash out the gold). Quite a few people made their fortune at Pandip Brook, and two families - the Harfolds and the Mor- leys - settled in the nearby city. Later the area got abandoned, and "to- day" (in 1929 when the game starts) the place is mostly abandoned except for a chapel that was built to commemorate a supposed revelation (see a- bove) and a stud farm that is the birthplace of a race horse called Pandip King, who will also play a minor part in the plot of the game. [I original- ly invented this place - and thought up the gold rush to explain the name - as an excuse for giving the horse that name. It is an anagram of "kidnap- ping", just like Red Rum's name was "murder" backwards.] Next a brief history of the Tillamore family (and one member in parti- cular). They were a reasonably well-to-do family (William went to the same private school as Alice Harfold, but not at the same time) until the war. When William's father got killed in the war, he (William) continued living with his mother for as long as she could support the two of them and a cou- ple of servants, but when she eventually moved to a resting home William found that their mansion was too big for just him, so he sold it, fired the servants and moved into a far more modest bedsitter/office in a quiet side street (where he still lives today), where he for lack of better ideas started working on his great ambition to become a famous crime writer. The introduction to the game starts on the day William recieves his 200th rejection letter. [A little side note: The publishing house he has been sending most of his numerous manuscripts to was founded by a couple of im- migrants - a Russian called Ivan Runnoff and a Frenchman called Francois deMille. Guess what the firm is called!] The prime reason for his despair is not just that it's a printed form letter - they started sending him those years ago - but this time it's a specially made one with his name printed on!! Finally realizing he's a total failure [at least as far as writing is concerned] (and besides he hasn't got much money left either), William de- cides to end it all. At this point we have two possibilities depending on how much space we can use on the intro. The short version: William starts searching for his father's army pistol (to shoot himself), but finds some old letters instead. The long version: He tries to hang himself, but the rope breaks, and in the fall he knocks over a box full of old papers. As he starts picking them up, he finds the old letters. Well, that wasn't much of a difference on paper, but the second alter- native involves far more animation... Anyway the old letters turn out ot be the first harvest of rejections from Runnoff & deMille Ltd. This was way before the printed form letters, and he starts reading one of them (per- haps as an attempt to get into an even more suicidal mood) and finds that Mr. Runnoff was actually trying to give him some good advice back then (as opposed to the present, where apparently only his manners (and perhaps lack of familiarity with English clichés) keep him from telling William to drop dead). One of the publisher's suggestions is that William should get more experience to help him with his work. The meaning of this is of course to get more experience as a writer, or perhaps experience with people to im- prove his characters, but William gets the impression that he needs expe- rience with crime to write about it! There are two obvious ways of getting experience with crime, and fortu- nately William decides to try the legal one first. He goes to the police station and asks for a dotted line to sign, but they just laugh at him and finally (after they manage to stop laughing) tell him he couldn't become a policeman if he lied about his height, so he can just forget about it. Here the possible plot splits into a long and a short version depending on space again (We're still in the introduction, remember?). The long version: William decides that if the law doesn't want him he'll have to try the other side (which, among other things, does not have any height requirements!). In short, he tries to become a criminal, but fails miserably at that too. Not only is his first crime a total flop, but he doesn't even get arrested for it! All he gets for a night's work is a fine for littering or something like that. But at least this brings him back to the police station, where he meets his uncle. The short version: William never gets as far as trying the wide path - his uncle, who is an officer on the local police force (in both versions), comes into the guard room (or whatever it's called) to see what the others are laughing at and finds that the object of ridicule is his nephew. William tells him that he wanted to become a policeman to get some crimi- nal experience¹ (?), but now it looks like he has to become a criminal in- stead. The uncle tries to talk him out of it, but when he finds that Wil- liam is determined to get SOME kind of experience he suggests a third al- ternative: How about becoming a private detective? [Dialog idea: William asks "You mean like Sherlock Holmes?" and the uncle answers "Not exactly - Holmes was intelligent..."] [¹Important: William just says he wants the experience, not what he wants it for. If he started explaining, his uncle would realize what Runnoff really meant and tell him to start studying people or something...] To make a long intro short, William's uncle (No, he hasn't got a name yet (unless it's Bob...)) helps William get a licence and set up office in his old room. He (the uncle) has also decided to help William get started by sending him some pretty harmless cases to warm up with (runaway poodles, that sort of thing), but before it gets that far William gets a client on his own and what turns out to be a far more serious case than his uncle would have liked... William still hasn't finished swearing and sucking his thumb (which he hit while hammering a nail into the wall to hang his licence on) when there is a knock on the door and a vaguely familiar (all millionaires are famous, of course...) gentleman enters the office. [I had an idea here that William hasn't put a sign on the door yet, so he doesn't think this can be a cli- ent, and there's a lot of misunderstandings because he assumes it's the landlord who has come to gripe about the rent! However,the dialog just didn't work, so I dropped the idea. New dialog follows:] W: "Can I help you?" (or perhaps "be of assistance"?) H: "That depends... I am Ebenezer (?) Harfold." W: "Well, I'm sorry, but I can't help you with that! If you want to change your name you should go to [wherever Englishmen go to change their names]. It's in the city hall at the east end of Dime Street..." [Dime Street is the main street of Marystead. It's a sort of wordplay on Penny Lane, one of a couple of Beatles references I have come up with. More about this later.] H: "I don't want to change my name!" W: "Why are you here then?" H: "I have come about this." He hands William a note which turns out to be made up of words and syl- lables clipped from a newspaper. It reads: "We have you daughter No police or she dead [apparently the kidnapper couldn't find "dies" anywhere] We want one mill pnd" (The last line is very close to the edge of the paper, so either the kidnapper couldn't find "ion" or "oun" either, or he just ran out of space. This is actually the setup for a little gag. (see below)) W: "This must be a mistake - I don't have a daughter!" H: "Of course not! The letter was delivered to me - it is my daughter who has been kidnapped!" W: "Good!" [What he means is that it's good that it isn't his daughter be- cause then it can't be his mill pnd either, but he's got just enough sense not to say that!] H: "What do you mean, it's good that my daughter has been kidnapped?!" W: (trying to cover up his blunder) "Uh... Of course not! I just meant that it's good to get the facts straight. Your daughter has been kidnapped, and the kidnappers want your mill pond." H: "What mill pond?" W: (confused) "Do you have more than one?" H: "I am not sure. There are two rivers running through my... Why are you talking about mill ponds??" W: "Because the kidnappers do. They want a mill pond, presumably in small unmarked buckets. Goodness knows what for..." H: (ironically) "That's funny, I thought they were asking for a million pounds!" W: "Yes, of course! That makes much more sense. You can buy a lot of mill ponds for a million pounds, can't you?" H: "I wouldn't know - I never bought one. The ones I have were inherited from my father... But forget the sodding mill ponds! Can you find my daugh- ter?" W: "I never make promises I am not sure I can keep, but I shall give it my best try." H: (Produces a checkbook) "Very well. And how much is that best try going to cost me?" W: (obviously confused at being offered money for a change!) "One... uh... million..." H: "One million pounds!? Then I might as well pay the ransom!" W: (cover-up time again...) "No, I mean one... million baht." H: "One million baht? So when did you come home from Siam, last night?" (He picks up a notepad and starts calculating the fee in pounds. Note: He does not have to look up the exchange course - he knows that kind of things by heart!) W: "No, twelve years ago - I was there during the war. I got a good friend there, one of the natives. He saved my life once, and in memory of that oc- casion I have developed the habit of quoting my fees in bahts." H: "What a strange story. How did he save your life?" [Interior detail: One of the walls is adorned by a horrid-looking stuffed crocodile head which William "inherited" from the previous tenant. He never found anyone mad enough to buy it, and does not want to give the garbage man a heart attack, so he has just left it hanging where he found it. (The details could be included in the description when the player examines it, or some later dialog.)] W: "From that one!" (he indicates the crocodile head) H: "That one, still attached to a living body?" W: "Yes - mine! (He thinks about it and realizes what Harfold means) And its own, of course." H: "He must have been a brave man!" W: "He was. (He walks over to the crocodile and puts his hand under its chin) Alas, poor Rashid, I knew him well..." H: "Rashid? Isn't that an Arabic name?" W: "That's right - he was an Arab." H: "I thought he said he was a native?" W: "Yes - a native Arab." H: "In Siam?" W: "Uh... yes, that's the way he was. You think YOU are confused - you should try living with him for a while!" H: "Never mind! Enough with Rashid! I..." W: "That's what the crocodile said too." H: "Look, can we forget the bloody crocodile for a moment? I make that 243 pounds, four shillings, three pence, two turtle doves and a partridge in a pear tree. Is that per day or total?" [Note: If we want this part to be realistic someone should check the baht/pound exchange course in 1929!] W: "Neither - it's the standard fee for three days. Not including expenses, of course. And never mind the poultry..." Harfold starts filling out a check, and William picks up the pad and makes a note which he first puts on his desk, then he changes his mind and puts it on a nail next to the door. If the player checks this note after the game starts, he will find that it says "Things to do: Learn some Siamese names!" [The reason for handling the note this way will be explained later.] He then starts questioning his first client: W: "Do you have any enemies?" H: "Do I have any enemies?? Didn't I tell you I am a Harfold?" W: "Harfold? Oh yes, the feud..." H: "The Morleys and the Harfolds have been at each others' throats for ages. Well, for 65 years, six months and... seventeen days actually, but who's counting?" W: "I'm not! Except for money (when I have it), of course..." Well, that's more or less the intro, at the end of which the player gets to explore William's office for a while before he goes out to start gathe- ring clues. Magnus did a small demo of this part once, and in that version he had included a little problem by placing the key to William's desk draw- er behind a note on a nail on the wall. To explain why it wound up there without William knowing about it I thought up that little scene with the note. What happened was that when he put the note on the desk the key was lying under it, and when he picked it up and put it on the wall (maybe be- cause Harfold was trying to read it?), he inadvertently picked up the key as well! In the final version of the adventure the drawer will probably be unlocked, or William will have all his keys in a pocket, so I don't know why I bother with explaining this... :-) Anyway, the game has started, and before we get bogged down in details let's start with a brief overview of what the game is all about and what must be done to win. Apparently it's just a question of finding a kidnapped girl and getting her safely home. It's not. The truth is that Harfold's daughter is not kid- napped at all! She has eloped with a young man who just happens to be the son of her father's archenemy Morley. The son's name is Irving - no pun there (Magnus thought up the Morleys before we got started on the punny stuff), except that his first initial reflects their interdependence (!). At least to Norwegians and others who are familiar with nonsense phrases like "tra la la", sha-la-la-la-lee" and "falleri fallera". The last one, foundin some Norwegian songs, can be read as "Faller I, faller A." meaning that if I falls, then A falls as well... [Before I (that's me, not Irving!) go on, I'd better explain to those who weren't around last time and haven't caught on yet, that Alice got her name because "All-is Her-fault".] Anyway, to get back to the plot, Irving is the one who sent Harfold a fake ransom note to get the nearest thing he could get to a dowry. However, the plot sickens (or thickens, if you insist) when he gets cold feet and doesn't turn up to collect the ransom. At this point Harfold has made a couple of interesting discoveries: Alice has a special life insurance that covers not only death and dismemberment, but kidnapping as well! If she gets kidnapped and he pays the ransom and the kidnapper doesn't get caught, he will get the money back from the insurance company. And furthermore, he has found that for tax reasons it's actually more profitable to pay the ransom and get it back later (maybe next year) than to keep the money! So of course he gets very annoyed when the kidnapper does not turn up to take the money off his hands after all the trouble he had with raising that much cash, losing a whole day's interest and all that. In fact, he gets so an- noyed he decides to take over the whole game and play both sides. Now it has already been proved that the kidnapping is for real, it should be pos- sible to get away with a bit of insurance fraud, showing that you can in- deed have your cake (or mill pond... sorry!) and eat it too. (Få både i poseog sekk, som det heter på norsk...) This second mystery - who is the NEW kidnapper? - was something I thought up when the original mystery threatened to become too easy, and one little hitch with it is that if Harfold gets busted for insurance fraud William won't get paid, so that isn't a particularly happy ending. Besides the mystery should be easy to solve when you know that only Harfold, William and the original kidnapper know about the "kidnapping"! To provide a happy ending for everyone (?) and more of a challenge to the player I decided to include a third mystery. But before that let's wrap up the first and second. William must find out that Alice has eloped, with whom, and to where. Then it's time to tie a subplot into the main web. We had decided that the whole game should take place inside the old town of Marystead, which means William can't just go after the young lovers, wherever they are. So I came up with this subplot in which William's uncle tells him that a detective in some other town (which happens to be the one Alice and Irving have moved to!) has asked him (the uncle) to find a detective in Marystead who can do a couple of things for him. He tells William that he chose him for the job because he is the best detective he knows in town, and adds "Please don't ask how many there are of you!" (Suggesting that he is the only one, so he is the best - and the worst, the youngest, the oldest, the smartest, the stupidest and so on.) After William has done this job (which should not be complicated enough to distract the player from the main plot), the other detective owes him a facour, so when William finds out where Alice and Irving have gone, he asks his colleague to look for them¹ - which wraps up the case as far as the player is concerned, because the rest happens all by itself. The detective not only finds A&I and verifies William's theory, he also tells Alice about the fake kidnapping and surprises Irving with the fact that someone is STILL trying to collect the ransom for his unofficial fiancee. So they naturally decide to come home and put things straight, which means William does get paid for finding Alice and "bringing" her safely home. [¹Of course the other detective needs a photo of at least Alice to find them. I mention this just because I got a little dialog idea. When William asks Harfold for a photo of his missing daughter, the latter asks sarcasti- cally what he wants it for - there aren't that many kidnapped girls in town! William replies: "Well, suppose Morley's daughter got kidnapped too - you wouldn't want me to rescue HER, would you?"] The player finds to his surprise (unless someone has sent in the complete solution to a magazine and had it printed there by then of course!) that this is only the first part of the story. When everyone starts comparing notes it soon becomes evident that the source of all the trouble is what- ever happened between Harfold's and Morley's grandfathers during the gold rush - which the current patresfamilias still haven't forgiven each other, and it looks like there won't be anything remotely resembling a happy end- ing until someone (nudge nudge wink wink) finds out what really happened that day and proves that the feud is totally groundless. I haven't worked so much on this part yet, but it involves delving into local history and a helping paw from some unusual assistants. But I have thought up a snappy (?) happy ending. After William has solved the old mystery and the families embraced each other (metaphorically), Alice comes to see William one last time - she and Irving are moving to Australia to take over one of her father's factories. He asks her what kind of factory, and she explains that it's a mattress spring factory called Harfold Springs, but they are going to rename it after her... Okay, time to get bogged down into detail!! Alice got her first name (and age) before her last. I first decided to call her Alice just to make some jokes. 1) When William first arrives at Harfold's mansion, he tells the butler that he has come "about miss Alice". The butler informs him that "Alice doesn't live here any longer" and William remarks that that would make a great movie title! (Actually it IS a movie title...) - to which the butler remarks that he is ahead of his time... Getting back on the track, William tells the butler that he knows Alice isn't home - in fact, he knows she is kidnapped, and that's why he is here! At which point the butler misunder- stands and goes to tell his master that the kidnapper has come to discuss the ransom! 2) Harfold's neighbour (who we'll get back to later) quotes from a song about a third Alice a couple of times. He first tells William that "for 24 years I've been living next door to Alice". [So she's 24 years old - inci- dentally this was where I got the elopment idea¹ when I "realized" she is an adult. Up to this point we had not even thought about how old she was!] Later (after she has left for Australia?) he remarks that "I'll never get used to not living next door to Alice". [¹Actually the first idea I got was a bit different, and Magnus thought it was TOO original, so I invented Irving Morley instead. But now he's out of the project it may be worthwhile to waste a few lines on my original idea. Maybe someone likes this one better? Anyway, the original idea was that Alice is lesbian and has run away with another woman... Of course in that case I would not get to use the word "elope" (?). Actually the most inte- resting thing about this woman was her name - after I got the "A and I" idea I decided to call her Irene West ("I reinvest" - suggesting that she is about to start a new life. I may still find some use for that name one day...)] There's a whole lot of people in Marystead by now, and many of them hold a piece of the plot, and it's not easy to know where to begin. But let's start geographically nearest to William's humble abode by going downstairs. On the ground floor on the building he lives in is a shop run by a woman named Shirley. (Note: try to avoid the far too obvious "surely"-jokes!) This is really Magnus' character, as she was in place already when I got involved in the project, but he has practically disowned her and says I can do anything I like with her design. Unfortunately my imagination seems to have a blind spot as far as Shirley is concerned, because I haven't been able to think up very much interesting about her. There is one exception, though: She has an unusual hobby - she builds small model houses. And not only that, she likes to pretend that the small village she has built by "now" is inhabited by a tribe of small people. Now she is building a temple where she assumes (!) they are going to worship her as their creator - in other words, it's a Shirley Temple! (I have written this dialog already, but feel free to try to make a better version.) (At the time I write this I do not know who I'm writing it for. You ARE going to help with the dialog, aren't you?) Shirley's shop is also the place where William meets another more inte- resting character, so it's a good idea to hang around here for a while. Now that I've mentioned it, I might as well start telling you about one of my own creations. In fact this character was invented (but never put into a finished story) by me several years ago, and in the middle of the work with 3T1 I realised that there is a place for her here... The original story (opening) involved a young journalist suffering from writer's block who goes for a long walk in search of inspiration. (The new version, of course, involves William going to Shirley's shop downstairs for some other reason!) Just like William, the original hero winds up in a small shop at the edge of the town, where he stays for a while to discuss the weather and other interesting subjects with the shopkeeper. While he is there a cat walks in, and to his surprise the shopkeeper (Shirley in this case) treats it like a customer! Which, it turns out, is exactly what it is. The cat carries a small pouch around it neck, which turns out to contain (the pouch, not the neck...) some money and a shopping list. The shopkeeper (Shirley in this case) starts picking together the things on the list ands putting them in a box, and after she has done some arith- metics, counted out some money from the pouch and put some change back, she tells the cat that this is too much for a cat to carry, so they will have to wait until she finds someone to help with the carrying. And, by the way, she has run out of sardines, but expects a new shipment on Friday. This, of course, is a cue for the player to do what the journalist in the original story did, which is (in case you haven't guessed yet) to offer the cat (and whoever he assumes owns it) his help. After a brief discussion he picks up the box and asks for directions, and Shirley explains that the cat is one of Pooshka Babooshka's pack. When William admits never having heard the name before (and much less knowing where a person of that name would live!), Shirley tells him to just follow the cat. William is a bit sceptical about trusting (what he thinks of as) a dumb beast to show him the way anywhere, but he soon finds that this cat is a special one. It keeps stopping to wait for him, and continously checks to see if he's following it closely enough. After a bewildering walk through the underbrush - the route is too complicated to memorize, so noone but those who live there (and a few regular visitors, like the milkman) can find the way without help - they arrive outside a large, old but wellkept house inhabited by a feline-featured old woman - who introduces herself as Pooshka Babooshka - and (to make an understatement) more cats than you can count. We all know the cliches about old women living alone with oodles of cats, but PB and her charges are somewhat different - the place is clean and well kept, and everyone looks healthy and happy. William soon discovers (as did the original hero) that these are special cats. I never got as far as com- ing up with something truly original and inventive for the origin and na- ture of this unusual household, but all we and William really need to know is that these cats are intelligent creatures. [One possible explanation is that PB is a (retired) were-cat and the cats her offspring and grandkit- tens, but that sounds a bit too unoriginal...] The name Pooshka Babooshka is supposed to be Russian or something for "pussycat grandmother". As far as I remember I came up with the name first and them tried to build a character around it, which may explain why the original story didn't work. :-) Anyway, PB is naturally a bit sceptical to- wards strangers, and to get admitted into her house William must have proved himself as an animal friend earlier. We have to return to ways this can be done later because it involves some other characters I haven't described yet. But whatever William does in connection with animals, he will not have to worry about whether PB gets to know about it - one rather significant feature of the Marystead cityscape is that there are cats al- most everywhere, and several of them are either PB's cats or friends of theirs, and everything they see or hear gets reported to the big house in the forest (or wherever it is). [This, of course, means that PB probably knows something that can help William with whatever case he is working on!] Oh, by the way, the first hint William gets about the cats' command of the English language (albeit one-way) is when the cat he followed mews at PB while she's unpacking its purchases, ands she answers "No sardines, eh? Well, we'll have to wait until Friday then! Or maybe we should wait until the next regular shopping round - you're not going to die without them, are you?" [This, of course, is also another hint for the player about how to befriend the cats even better. If William buys some sardines when Shirley gets them (she may get some before Friday too...) and then brings them to the cats he'll be very popular! Of course the "spies" in the street will see what he's doing and understand why, and so he'll have no problems with finding a guide...] This is getting long, but the next logical thing to do at this point would be to mention another of my old (i.e. older than 3T) creations from an unfinished scenario, because William meets him at PB's place. It's a quite logical place for them to meet, because the character I'm about to introduce is a cat - a young black tomcat known as Bingo, a name PB claims that he got by accident. She used to have the annoying habit of saying "Bingo!" to tell people they were right about something, and at that time the black kitten had no better name than Blackie (or should that be Blacky? Never mind, he's about to lose it!) :-) One fine day she was introducing some of the cats to a visitor when he (the visitor) picked up the black kitten and said "And this is Blackie, right?" PB said "Bingo!", and the visitor, who was a bit of a wag (or whatever a cat would call it!), said "Oh! Sorry, Bingo!" The name stuck, and even though they have never really discussed it, PB does get the impression that Bingo likes his new name bet- ter than the old one! So where does Bingo fit into the main story? Well, it transpires that one of his hobbies is eavesdropping on people who read aloud to themselves. He has "read" several detective stories this way and found the genre very fas- cinating, so of course he is absolutely thrilled to be in the presence of a real detective! So thrilled in fact, that he later moves in with William and becomes his self-appointed assistant. Depending on how the plot turns out in detail, he may actually be of assistance in several cases - but only in the first adventure. I have this idea for writing Bingo out of the plot for good near the end of the game, which started as a gag and an excuse for not repeating myself too much in 3T2, but turned out to have unforeseen consequences.... What happens is that Bingo disappears one day, and a while later one of PB's cats brings William a note from "grandma". She explains that Bingo has gone exploring because he craves a new and different kind of excitement, and that he told her to say "Farewell, and thanks for all the fish!" (The title of a book by Douglas Adams, in case you didn't know... Also part of a rather deep message. You see, the dolphins... What am I do- ing? You can go read the book if you have to know!) That was the gag and write-out, here is the unforeseen consequence: Now we have a young intelligent feline at large in the world, the obvious thing would be... Right! Some time ago I started getting ideas for a Bingo solo adventure which may or may not be published between 3T1 and 3T2 - if we ever get that far, and if I get more ideas. Many more ideas! The plot so far is about 85% based on a comic album I read once... Okay, back to 3T1. First I should assure everyone that PB and Bingo (and possibly other cats) are the closest thing this scenario has to supernatu- ral/supernormal characters, and they are the only ones of that kind. Well, maybe with one little exception. The next character I have decided to write about has a rather strange origin. Magnus wanted to put Hercule Poirot in the game somewhere (though he never said why), and I tried to come up with a character with a similar-sounding name. The result was Argyle Pirate, a young, enigmatic beggar who is the nearest thing Marystead has to a town character. As you may have guessed, AP is not his real name. Nobody knows what his real name is, or anything else about him for that matter. Well, except for the fact that he is "some kind of foreigner" who occasionally talks with a funny accent (Belgian??). And of course they know why they call him AP. He got his "first name" because he always wears argyle¹ socks - and not just on his feet! He also wears them on his hands in cold weather, and when they become too worn for hands or feet (or as he puts it, the holes in both ends become the same size!) he stitches them together into crude scarves. (Nobody knows where he gets all those socks from, but somewhere in town there must be someone who loves making the things and doesn't know what else to do with them...) [¹Actually I'm not sure what "argyle" is, and my dictionary does not list the word, but I have heard it used in connection with socks. Can someone enlighten me?] Argyle got his "last name" for a far simpler reason that may hide some- thing more complex than the mystery of where all those socks come from. If you're still with me, the simple part is that he's called Pirate because he wears an eyepatch. (Well, that's better than the original idea, which was that he is called Pierat because he steals pies when he's hungry and nobody feeds him...) The complex part is that nobody is quite sure what, if any- thing, is wrong with AP's eye. Some people claim that they have seen him wearing the patch on the "wrong" eye, but very few people believe this... If William asks him "what happened to his eye", he'll just smile enigmatic- ally and say that "I put a patch over it!" Okay, time for the truth. Or at least something along those lines. After a bit of thinking I came up with no less than two explanations to AP's patch. After a bit more thinking I found out that one is his official ex- planation and the other may be the real one. 1) In addition to being enigmatic, he is also very philosophical, and claims that there is so much strange to see in the world that half of it would be enough (A common Norwegian expression, in case you haven't heard it before - "so much that half of it would be enough",that is...), so he's waring the patch to block out half of what there is to see. 2) He's psychic, and has found that he sees more with both eyes open than ordinary people do, so he's using the patch to block (most of) his visions. If William starts digging through old newspapers he may find a note about a famous psychic boy who disappeared from a neighbour town a couple of years back - right before Argyle came to Marystead! So it looks like Argyle is really this boy who got fed up with fame and fortune and decided to get away from it all by running away and changing his identity. Nowadays he's only using his powers to avoid meeting people who want him to use them! This means that as soon as William figures out Argyle's identity they will never meet again - Argyle knows that William knows and won't give him a chance to do something about it... Short interlude: I mentioned that William has to prove he's an animal friend before PB and the cats will have anything to do with him, right? Well, something like that anyway! One idea I got about this is the follow- ing: One day William meets Argyle down by the river, where he is busy pick- ing up rocks and putting them into a sack. To make sure the player gets cu- rious enough, William notices that there is something moving inside the sack. Now the player has two options: To ask Argyle what he's doing, or leave him alone. The second option has no effect as far as being an animal friend is concerned - what you don't know can't hurt your reputation, but if William asks the mendicant he'll tell him that he (Argyle) has been offered five pounds to drown some kittens. If the player drops the subject here, he gets a minus point in the cats' book. (There is at least one cat nearby; they are all curious about what will happen to their friend's kit- tens!) To get a plus instead he must save the kittens somehow. The easiest way to do this is to offer Argyle ten pounds to not drown them. Unfortu- nately he is a man (boy) of honour who always keeps a promise - if he has said he will drown the kittens, then he must do just that. Besides the cat's owner is watching him from his balcony in the background... What William must do at this point is to ask Argyle for details and find out exactly what he has promised (and been paid for), and then try to find a loophole. For instance, if he was told to put the kittens in a sack with some rocks and toss IT in the river, he only needs to throw the sack in the river, and nobody said anything about not taking the kittens out first! There is still the little problem that the owner is watching them, though, but to get around that all they need to do is get out of view for a moment. And of course, because Argyle has to "drown" the sack William has nothing to carry the kittens in! When he tries putting them in his pockets, Argyle warns him that they are too young to be housebroken, and much less "pocket- broken" - "You're not home and dry yet," he points out - "In fact, if you don't find something else to put them in you may very well soon be home and wet!" Did I say short interlude? Of course it doesn't end with just getting the kittens away from the river either - now William must either look after the kittens himself (and feed them quite frequently) or find them a new mother (with or without quotemarks). The easiest way would be to find a human with a heart of gold and a talent for bottle-feeding (Shirley perhaps?), but I have thought of something more interesting (?). William goes to Shirley to ask her advice, and while they are talking a cat comes into the shop, jumps up on a shelf and knocks down an empty jar. When one of the humans picks it up, it is noticed that it both looks and smells like it has contained dried herbs, and according to the label it has contained something called milk- plant. When Shirley gets curious and looks it up, she finds that milkplant is a herb that (according to folklore) stimulates lactation. That is, it makes female mammals produce milk. Hopefully the player understands that if he can find a plant like that (there's a picture of it in the book) and a shecat to feed it to, that cat can then adopt the kittens... Okay, back to the plot! I haven't really figured out how PB and her cats (particuarly Bingo) can help William with case one (unless one of them has seen something interesting), but it's possible that they may be able to help him with case three! I.e. they may be able to literally dig up some old clues about the origin of the feud. Depends on what that origin is - I've got a slightly unoriginal idea that I may return to later. Someone who (I found out after a while) definitely has seen something is another small character, but I just decided to write about Harfold's neighbour instead. [Well, actually he has seen something interesting too.] He is, to make an understatement, interested in horses, and even the name I made up for him reflects this - Orson Ryder ("horse 'n' rider"). Further- more, his wife is called Hester, which happens to be Norwegian for "horses" - so he's got two great passions in life: Hester and "hester". To break the ice with him William must not only talk about horses but actually sound like he knows what he's talking about! This is where Pandip King comes in. William must somehow find out that the local equine hero is entered in the Grand National (the only idea I got so far is that he reads about it in the paper or perhaps a special racing magazine - I don't know the titles of any English ones...), then he can mention this and ask Orson what he thinks about the King's chances. I have an idea for the opening conversation: William finds Orson in the garden where he is busy trimming the hedge (so it looks like he's at least a little interested in gardening as well!), and they stand at either side of the hedge while Orson keeps working closer and closer to where William is standing. Finally (if William hasn't found the magic word) he tells William that unless he wants a fancy haircut or worse, he'd better move out of the way! Anyway, Orson has a couple of observations about the case once they get around to discussing other things than horses, but the real (well, at least the first) purpose with getting William inside the Ryder residence is that this is the only place he can meet Orson's nephew Steve Eskill-Durand. This name is another Norwegian pun, "stiv i skulderen" means "stiff in the shoulder", and Steve has indeed had a little accident which left him with a bad shoulder. (This is if course why he never goes outside, he's conval- escing.) If William asks him about it, he will explain that he hurt his shoulder falling of his horse. As you probably have guessed, there is some- thing more behind this, but William needs more information before he can ask the right question. Before I go on, I must explain that there are two things that can provide clues to the truth about the "kidnapping". The first is that Alice and Irv- ing used to meet in secret quite frequently when Irving was in town, and whenever he was away (he travelled a lot for some reason) he used to write her quite often. Orson has often seen Alice ride out in the afternoon and come back several hours later, but he was surprised to see that neither she nor the horse looked like she had been riding all that time! The reason is of course that all she did was ride somewhere to meet Irving, and then the horse got a good long rest while they were together. Another clue lies at the end of a long chain of events that involves both Steve Eskill-Durand and a couple of characters I haven't mentioned yet. One of them also has a clue that leads to the discovery of the letters I mentioned, so it looks like time to introduce the character I started writing about before I changed my mind above. (Are you still with me???) This started when Magnus and I were discussing the use of music in games, and I came up with the idea of having a busker somewhere (In addition to at least one other musician I will return to later). [This was also meant as an excuse for using the word, I think! :-)] I also had some ideas for gags concerning a writer, and we finally decided to combine the two characters in a young man called Spillane Tell ("spill ein tel" = "play another one"!). I am not sure if Spillane can be a first name, if not then Spillane-Tell must be his last name and he needs a first name that is part of the pun. The best I have come up with so far is that he uses the stage name (?) Duke Anvil ("du kan vel" =approx. "sure you can", so Duke Anvil Spillane-Tell = "du kan vel spill' ein tel" = "sure you can play another one"!!). Anyway, Duke (or whatever his name is) is busy trying to earn money and won't talk to William at all until he gives him some money (This again may require cashing Harfold's check and buying something - in Shir- ley's shop perhaps - to get some change.), and he won't talk about Alice before he knows William is interested in her - all this requires is that he asks someone (outside the Harfold household) about her and then gives the rumour time to spread. To start with the pointless opening lines (accessible after Duke gets the money), William can ask him where they have met before - there is something familiar about his face... After a bit of discussion they finally find out that they have met at the Runnoff-deMille office back in the time they were both optimistic enough to hand-deliver their manuscripts. This leads to a bit of talk about Duke's failed authorship, and he mentions that unlike William he has only written one novel. William asks him what the book is about, and Duke answers by quoting most of the second verse of "Paperback writer": "It's a dirty story 'bout a dirty man..." etc. up to the penulti- mate line: "It's a steady job, but he wants to be... W: "A paperback writer?" D: "What? Don't be stupid! Nobody wants to be a paperback writer! No, he wants to be a computer game designer, whatever that is!" (Remember this is supposed to be 1929 or something like that!) Well, anyway Duke explains that he hasn't written a syllable since he moved, and when William asks him where he lives now (to see if he can spot anything wrong with the location) he gives his address as 15 Writer's Block. (It's possible that he invites William home to check out the environment.) I also had a rather dubious idea that starts with this being the point where Duke gets to tell us his name. He explains that the address may be a bit hard to find, but he (William) can just ask for Duke Anvil, everyone there knows where to find him. He explains that this is his stage name, and his real name is Spillane Tell, and when William repeats the full name to see if he got it right, Duke thinks he's asking him in Norwegian to play another one, and does so (after they have swapped a few lines in Norwegian to check the nationality of the player!). But let's get down to business. When Duke knows that William is interes- ted in Alice, he will indicate that he knows something by playing a few lines of "Do you want to know a secret?" or whatever the title of that song is. If the player tries talking to Duke now he'll find that he has two new opening lines, one for players who know the song and one for those who don't. 1) W: "What song is that?" D: "'Do you want to know a secret?'" W: "Well, maybe, but first I want to know the title of that song!" D: "The title is 'Do you want to know a secret?'!" W: "Oh, I see. I thought you were asking me a question." D: "I did! So, do you?" W: "Ask you a question?" D: "Want to know a secret!" ...and so on. Finally the misunderstandings are cleared up, and Duke gets to tell his secret (see below). 2) D: "So, you recognized the song, eh?" W: "Yes - 'Do you want to know a secret?'" D: "No thanks, I already know one!" W: "I mean that's the title of the song!" D: "'No thanks, I already know one'?" W: "'Do you want to know a secret?'" D: "That's the one! So, do you?" ...and so on! Before I tell you Duke's secret I must say a bit more about the letters Irving used to write. To avoid discovery and perhaps make it a bit more romantic, he used to send his letters to a fictive name (see below) at a poste restante address, and Alice used to go to the PO in disguise to pick up the letters. Duke, who usually works the streets in the area where the Harfolds live, has noticed that Alice makes a habit of roaming the streets incognito. Well, not exactly roaming - she seems to go to a particular place and come back a little later. To hazard a guess, he would say that she goes to the post office because she some times carries a letter when she comes back. I originally had an idea that one of Irving's letters was delayed and is still lying at the PO (and Magnus had a rather dubious idea that William would have to dress up as a woman to collect the letter which contains some clues to the couple's current whereabouts), but we dropped this because I couldn't think of any brilliant ideas for the letter's contents that wouldn't make the case too easy! Before we leave Duke (for now at least) I must explain how he recognized Alice in disguise - he knew her by the sound of her footsteps! As for why he would possess such a useful skill, my first idea was that he had taught himself this and other tricks because he was blind, but the catch was that if he was blind he couldn't see that she was disguised! (He couldn't be a failed writer either, not that it matters though...) My second idea was that he had picked up this skill from his blind father, who either thought his son was blind too, or had the fore- sight to teach him a few tricks of the trade in case his blindness should be hereditary. Okay, how is the plot unfolding? Duke's information and various other things may give William/the player the idea to search Alice's room for leftbehind correspondence and possible other clues to an alternative ex- planation to Alice's disappearance. Of course he must come up with a plau- sible excuse to persuade his client, who is still convinced that Alice really is kidnapped and that Morley is behind it! Once that is over with, a servant shows William the way to Alice's room, and it's time for a little Beatles joke again! If William starts examining the furniture before the servant leaves, the latter will inform him that it's made of Norwegian wood and perhaps add "Isn't it good?" Well, William finds some interesting letters which are particularly interesting as they do not seem to be addressed to the owner of the drawer they were found in! Not only that, but most of them open with a variant of the greeting "My dear R.T.!" - which is particularly curious because those initials match neither "Alice Harfold" nor the pseudonym on the envelope (Irene West? I suggested recycling the name after the original character got written out, but I'm not quite sure... Maybe I want to use the name for something better!). To add to the mystery, the letters are signed "Mungo- jerrie", which is neither here nor there. Actually, as you may know if you have seen "Cats" or read the book, Mungojerrie is one of two "havoc cats" whose partner is called Rumpelteazer - which does match the opening ini- tials! Asking around a bit, William eventually learns that Alice used to hang around with some other kid at school, and they were called Mungojerrie and Rumpelteazer because of all the trouble they were causing. Unfortunately noone seems to remember the real name of the other kid, which means it's time for a trip into William's past - back to school! This is where we finally get to the point with William coming from a well-to-do family: I think it was Magnus' idea that he runs into his old teacher there, but I realised that it would have to be a private school if the rich kids went there, which meant that William's family had to be (sort of) rich too... Talk about long chains of thought! (Just wait, it gets worse!) Getting into the school isn't so easy. William tries the obvious approach of trying the front door first, and finds it locked. The noises he makes while establishing this fact attracts the attention of a guard (or some- thing) inside. Guard (through a window): "You are too early! School isn't over until three." Willam: "But I am not here to pick up a kid. I come to see a teacher!" "The parent-teacher conference is next week!" "I am not a parent..." "What do you mean you're not apparent? I can see you clearly!" "No, I mean I'm not a father!" "What are you then, an uncle? Or are you one of those perverts? I knew it! Get out of here before I call the police!" The guard slams the window shut and leaves the player to ponder William's next move. Trying the door again is not a good idea - that was no empty threat! [The school is just far enough from the police station where Wil- liam's uncle works to be in a different precinct or whatever the British term is.] So what do we do? Or rather what does William do? Walking around a bit he comes to the fence around the schoolyard, which he remembers he used to climb over to get a little extra freedom. Maybe he can still do it, this time for the opposite purpose? Well, he finds that he can - just barely. A rather ungracious ascent followed by an even less elegant descent and a totally rotten landing brings our hero into the schoolyard, where he finds another locked door and an open window (plus a few closed windows that have no part in the following). About the only thing William can do in the schoolyard is look in through the window, and when he does that he is surprised to find his old teacher Juanita (Jua for short) Binnotti (Jua Binnotti = "You 'a' been naughty"!) and her current class in the middle of the day's third roll call. (The pupils are so unruly she must check several times each day to see if all of them are still there - or at least that's what she says!) I had a rather weak idea about someone calling "ROLL!" (it's a roll call, right?), but got a better one. Each time a name is called out, its owner answers "Present!" - until Jua reaches a name that ends with "-ing". -ing: "Present... participle!" Jua: "Smartass!" "Absent!" "I beg your pardon!" "I'm just saying Smartass isn't here today, miss..." "The same can be said about your sense of humour, young man!" This scene continues a little longer without player interaction, but first I'd better mention that in a part of the plot that was written out, William once needed a bit of assistance from someone who is good with a slingshot (I mean catapult...). We agreed to use Argyle for this, and I think Magnus had an idea to let him show off his skill in the following scene (which is now rather pointless except for that it leads to some amu- sing (?) mix-ups). The camera angle changes to a tree outside the schoolyard, where we see Argyle sitting on a branch as he loads his weapon with a nut and takes aim at the back of William's head. The projectile strikes true, bounces off our hero's head, hits the map holder (?) above the blackboard and dives into the inkwell with a big black splash, which totally obliterates last week's absence records. Jua hisses without looking up: "Who... did... THAT?!" She looks up, trying to spot the perpetrator, and the following silence is broken by Wil- liam who stutters: "Uh...Excuse me!" (He still hasn't gotten over seeing his old school tyrant "still going strong"...) Turning towards the window, Jua spots the young detective and misunder- stands his interjection (she probably thinks he's confessing and apologi- zing at the same time...). She barks: "You! In here! Right now!", and Wil- liam takes her literally and climbs straight in through the window, which leads to more misunderstandings. Jua: "Aren't you a bit too old for this kind of thing?" (She refers to shooting at unsuspecting teachers.) W (After catching his breath): "Yes, I guess so, but you did tell me to come in at once!" (He thinks she's talking about climbing through windows!) The conversation may continue with more misunderstandings - for example, when William finally gets around to telling Jua that he's looking for one of her pupils (he means a former pupil, of course), she misunderstands and assures him they're all present - in fact she just finished a roll call! Maybe she thinks he's a truant officer and wonders what he's doing looking for truants in the classroom! We finally get to the point, and William either finds out who "Mungo- jerrie" really is, or he finds that Jua can't remember either - but she does remember that the two troublemakers used to get detention together, and so he must try to track down the old protocols from that time... A little side note about Jua: William once wrote a lot of notes about people he knew - he was planning to write a book about the city and its people from the viewpoint of one of them, but gave up. (The purpose with putting the notes in the game is of course to tell the player about people he meets.) According to his notes about Juanita Binnotti, both her friends call her Jua... Okay, another idea I got was that once William finds that Alice has been receiving mysterious letters in an even more mysterious way, he may get the idea of asking the servants if she also used to receive other strange mes- sages. The answer to this question turns out to be positive, which leads to a long string of weird ideas, a couple of new characters and a whole new part of the scenario. This all started because I wanted to do something with a quaint phrase I came across once, and that I will return to when the right time comes. One of the servants claims to have received a phone message for Alice (from a young man), which strangely enough caused her to leave the house (on horse- back) soon after and stay away for a couple of hours. The message? "Said the clown"!! It doesn't take long for William to find out (in fact he may already know) that there's a circus in town, so his first idea is to go and ask the clown he assumes to be there, about "what he said". This clown turns out to be quite a complicated case, so I'll return to him below. The clown finally tells our friend that he can't help him - he never "said" anything special, in fact his specialty is/was pantomime! Obviously a red herring, but the clown gives the player a hint: He thinks "said the clown" sounds like a line from a song, and after a little discussion with either Spillane Tell or some other musician I haven't mentioned yet, Wil- liam finds out what the player may know already: There is a song called "Ha ha said the clown". William remembers vaguely that the interjection can also be a noun, so he goes to the library (another part I haven't written about yet) and looks it up. He's right - a "ha-ha" is a hidden obstacle (usually a concealed fence) the sudden appearance of which causes a horse to refuse and throw its rider, which in turn may cause possible spectators to laugh, thence the name. The phone message was obviously a reference to a particular ha-ha where Alice was supposed to meet her lover, but how does a non-rider find such a place? By asking someone who fell off his horse recently, perhaps? I'm talking about Steve Eskill-Durand, of course. When William asks him about the site of his accident, he answers something to the effect that while he himself did not find it particularly amusing, a (thankfully nonexistent) spectator might have been of a different opinion, and yes, the fence that caused his downfall could be described as a ha-ha. After getting directions to the place, William goes there and finds... Well, I haven't really come up with a clue that would be worth all this trudging around yet, so let's turn our attention to the clown instead... The clown. More precisely, the old retired (?) clown who still lives near the circus. His name is Fisherman, and there's a very special reason for that. One of the other performers at the circus is a strong man who is a close friend of the clown (Fisherman's Friend is strong - get it?). The trouble with Fisherman is that he is a kind of reversed drunkard - he only talks nonsense when he is sober; to get any sense out of him you must get him drunk! The problem is that Fisherman's friend (who hasn't got a name yet - calling him Lofthouse would be a bit too much) is a tee-totaler who wouldn't touch strong beverages with a circus tent pole - and he doesn't want his friend to drink either. Since they're almost always together, the trick is to get rid of the strong man for a while. This is also rather in- volved and requires introducing another character I haven't mentioned yet. It also requires a bottle of whisky or something like that, of course, but that is the easy part... Another little joke about Fisherman's friend: He's got a big macintosh that hangs on a peg in Fisherman's room just to provide an excuse for starting to talk about it. When prompted, he will explain that it was specially made for him in his hometown of Fleetwood (where the lozenges come from) - in other words it's a Fleetwood Mac. [There are two dialog paths leading to this joke: The player may choose to ask the strong man where he comes from - the answer is Fleetwood - or talk about the mac - in which case he learns that it was specially made for its owner in his home- town. Once both pieces of information have been provided, everything is ready for the punch line...] Okay, let's make a little sidetrack about something I thought of above before I forget again. (Just realised I must introduce a new location before I can introduce the character William meets there.) This is another detail that started as a joke but actually got woven into the plot. When William goes to see Morley, the millionaire takes him for a walk in his private park (Well, it's too big to be called a garden...) where they soon find that they are not alone. A beautiful hart is grazing among the trees on the other side of a small brook, and a man seems to be stalking the deer. This man is either a servant of neighbour, and his name is Wat- son. Morley says: "Stop bothering my deer, Watson!" or something like that. (The idea is that the line contains the words "my deer, Watson" - it's a kind of Holmes/Watson pun.) Watson looks around, spots the two men and comes over to them. This takes just long enugh for Morley to get in another pun - when William asks him about the deer, he confirms that it is indeed his - and unfortunately the only one he's got. He's been trying to find it a mate, but had no success so far, so he is still the owner of a lonely hart... ("Owner of a lonely hEart" is a Yes title.) In another part I haven't written yet I make a couple of "Sound of Music" jokes, and here's another one, or rather the first. When the conversation later drifts back to the subject of the lonely hart, Morley elaborates that he is looking for a doe, a deer, a female deer... This could be split up over a couple of lines: "(I need) a doe!" - "A deer?" - "A female deer!" By this time Watson has arrived to explain that he was trying to get close to the deer because he had noticed that there is something hanging from its horns. Morley explains that the deer is very shy and will only let a few selected people - not including himself, Watson or William - get near it. Being a patient man, he suggests waiting until the hart's horns fall off by themselves, but William smells a clue and starts looking for a loop- hole. Well, what do you know! It's time for the second SoM joke already. When William stars exploring Morley's mansion he finds that there are so many rooms they don't have to be "recycled", so many of the rooms have been left the way they were when they were last in use - including the old nursery where, presumably, Irving grew up. On the wall is an old cuckoo clock that looks like it stopped halfway through its last "coo" - the little doors are open, and the bird is hanging out. If the player tries examining this arti- fact, William will look at it once and exclaim "what an absurd little bird!" [One of the songs from SoM opens with a description of different clocks striking the hours, and "up in the nursery an absurd little bird is popping out to say «cuckoo»..."] Somewhere in the nursery - perhaps hidden in the clock and being what caused it to stop - William finds a small bag of itching powder (Probably hidden by a certain little boy who wasn't as nice as his family wishes to give the impression of). If he can find a way to drop this on the deer - perhaps by climbing its favourite tree - it will start scratching itself against the trees, causing the mysterious object to be torn off its horn. The object turns out to be a small pendant on a golden chain. It turns out to belong to Alice - suggesting strongly that she has been in the park at least once. The peculiar thing is that the chain was wound around the horns and secured in a way that just can't have happened by accident! The only plausible explanation is that Alice must have visited the park often enough to thoroughly befriend the deer, and that she for some reason best known to herself wanted it to keep the pendant. When he starts questioning people about Alice's habits, William learns that whenever she was going to leave some place for good (or at least for a long time) she would give some of her best friends in the area a small thing "to remember her by". But if the pendant was her "forget-me-not" for the deer, that suggests that she knew she was going away and wasn't kid- napped at all! Once he gets that part figured out, William may notice that Alice's handmaid is wearing a ring that seems a bit too expensive for a mere serv- ant. When asked about this, she will verify that the ring is indeed a gift from Alice - given a few days before she disappeared. If she (the maid) didn't know better, she would have thought it was a going-away gift, but then Alice must have known that she was going to be kidnapped, which doesn't make any sense at all... (At least that's what the maid thinks.) A few more details I recently thought up about the maid: The first time William comes to see her, he doesn't quite recall the title of the person he's looking for, so he tells the butler he wants a word with Alice's "per- sonal servant." "You mean her handmaid?" "Handmade? Aren't we all handmade? After all the test tube method hasn't been invented yet!" "You're ahead of your time, mister!" "No, I'm psychic!" Enough of that. The maid's name is Evans, and the first time William asks her about something she is totally perplexed to find that someone actually wants information from her - nobody has ever asked her about anything be- fore! This, of course, is a little reference to the mystery novel "Why didn't they ask Evans?" and can be emphasized by having William ask e.g. the butler a question, and get the answer: "I don't know. Why don't you ask Evans?" Time to distract Fisherman's friend, I guess. One of the places that was in Magnus' original draft was a "topless bar" where the entire personell turns out to be normally dressed. When he asks one of them about what this is supposed to mean, the person he asks answers by pointing skywards. When William looks up, he realizes that the room hasn't got a ceiling... There's a lot of things going on in this bar, but right now we must concentrate on one. There is a pianist here who may be able to answer questions about music (such as what the clown said), and has also been given the task of introducing another character. When a young woman walks into the room, the pianist reacts with a short burst of music. She makes a rude gesture at him, and he chuckles and starts playing something else. Hopefully this is enough to arouse the player's curiosity. If he lets William inquire about either the girl or the song, he is told that her name is Maria, and that is also the title of the song (from Sound of Music again). The pianist explains that he plays that song to tease her, and recites a few lines: "She can pester any pest / drive a hornet from its nest / She can drive a whirling dervish out of whirl..." This gives William a couple of opening lines for a conversation with the newcomer. To take the most interesting branch: "Is your name really Maria?" "No, it's Arya. But when I say "I'm Arya" it sounds like "I'm Maria", so everyone thinks that is my name." "That sounds awkward!" "It gets worse. Ask me what my full name is." "Okay, what is it?" "Arya Maninoff." (Are you man enough?) "Maninoff for what?" "See what I mean?" (C-vitamine... Sorry, got a bit carried away there...) And so on. He may also ask if it's true about the pest ("I don't know - try being one!" - "How do I do that?" - "You're doing fine so far!"), the hornet or the dervish, but no great responses there yet. Another possible opening line that can be used even without talking to the pianist first is "Haven't I seen you somewhere before?" to which Ma- ria... sorry, Arya answers that they may have met by the stone circle out- side town once. (This is a sneaky introduction of a feature that may play a central role in a later adventure!) When William asks if she goes there of- ten, she answers "I go to the hills when my heart is lonely..." (another Sound of Music line, this time from the title song.) [If he has already met Morley and his lonely hart, William may remark that "You've got one of those too?"] Alright, you say, but what is the POINT with this character? The point is that even though she doesn't know yet (having never met one) it IS true about the dervish. There is a dervish (non-religious variant) at the cir- cus, and if William can persuade Arya to accompany him there, they will ar- rive in the middle of a training session, and the dervish will be so dis- tracted by the sight of Arya that he is literally driven out of whirl. This sets off a series of Rube Goldberg effects which somehow ends with some- thing heavy falling over, requiring the assistance of the man from Fleet- wood to get it back up again. This means Fisherman will be left alone for several minutes, and if William has remembered to bring a bottle or two from the bar he'll soon get the answers he needs from the old clown... Let's stay in the bar for a while. Another character who has nothing to do with the plot - just a few jokes - is a mysterious stranger who may or may not be identical to James Bond. One of Magnus' original ideas seems to be a murder taking place in the bar. When Bond hears what has just taken place behind his back (He's standing at the counter with his back to the camera to avoid copyright breach) he remarks that he can't take it perso- nally - he is shaken, but not stirred! Not too much of a joke, so let's take the one Magnus started on and I wrapped up. After he has been in the bar for a while, Bond asks about the time, and when told it's seven already, he says "Oh-oh... Seven? (007) I just remembered I have an appointment. I'd better go and see'm (See M)." Another joke that is older than this scenario for a change: A girl (Arya?) walks up to James and asks him if "it's true that Bonds have more fun." Finally one I should have put at the start - the first thing Bond does when he comes into the bar is to order a dry martini. The barkeeper, who is of German descent, misunderstands and serves him "drei" (three) martinis... (When he gets the three glasses, Bond sighs and declares that "This kind of thing never happened with Mr. Fleming!") There's a bit more to the bar. Its name is The Bell And Anthem (a name from Old Possum), but someone has been fooling around with the sign and added two A's so that it reads "Bell And An(a)them(a)" which of course gives a whole new meaning to the name... Anyway, the B&A is a relatively new establishment (This explains the open ceiling - it isn't finished yet), and while most of the patrons think the new place is okay, one of them seems to prefer the old pub that was here before. At least he is heard muttering something about "how well he remembers the Old Bull And Bush" (a line from "Cats"). If William asks him about the old pub the fellow will tell him it was "a very nice house from basement to garret", look up and add that this new house doesn't even HAVE a garret yet!. Another pun character who hasn't quite been written into the main plot yet is a young hooligan (?) called Juan Husami ("You and whose Army?" - one of his favourite lines on his way into trouble). The first time we meet him he is hanging around with a couple of friends on a corner. When they see William approaching, one of them remarks: "Here is a madman coming along. It seems rather sad that his relatives should allow him to come out alone!" (Watson's opening line from "The Beryl Coronet"). I'm not so sure about Juan's appearance yet, but have decided that he has an ugly scar on one side of his face and wears a silly hat. The hat is ac- tually a kind of test - he wants to see if people respect him enough to a- void commenting it! Anyway, these two details provide two dialog openings: 1) "How did you get that scar?" "Some son of a bitch tried to cut my ear off!" "So what did you do?" "I beat him to within an inch of his life, that's what I did!" "Then what would you have done if he had been successful?" "Then I would have beat him another inch!" "Goodness! But what if he had cut both your ears off?" "Nothing. What could I have done? I wouldn't have been able to see any- thing!" (Possible branch point here. The player can let William say "Yeah, I've heard that joke before too!" and change the subject, or continue:) "What do you mean? You don't see with your ears!" "No, but if he cut my ears off my hat would fall down on my nose, and then I wouldn't be able to see anything!" This little dialog made it necessary for Juan to wear a hat, so I thought up the silly hat and this twist on a classical joke last seen in "Who framed Roger Rabbit": 2) "I like your hat." "No you don't." "Yes I do." "No you don't." "Yes I do." (pause) "Yes you do." "No I don't!" "So you don't like my hat, eh?" "I didn't say that." "Yes you did." "Well I didn't mean to." "Listen, how'd you like me to beat you to a pulp?" "I wouldn't." "Yes you would." "No I wouldn't." "Yes you would." "No I wouldn't." (pause) "No you wouldn't." (long pause) "Oh no, I'm not falling for that one again!" Not a lot of laughs there, so let's have a look at another extra. This one is even more nondescript than the previous, all I know is that some way or another William gets involved in a conversation with someone whose grandfather also made his fortune in a gold rush - not (as William has be- lieved so far) at Pandip Brook in the sixties, but in California in -49... "Wait a minute! Didn't you once tell me your grandfather was born in 1837?" "So I did. How about it?" "But then he was only twelve when the gold rush started!" "That's right - he was a minor forty-niner!" (Cue music: "Dwelt a MINER / forty-niner / and his daughter Clementine...") A less well known part of Marystead's history is about the time when some foreign power tried to invade the city, but the plan failed because one of the soldiers slipped on something and cried out in pain as he fell, which woke the defenders and led to the invasion being repulsed. When it was found that he had slipped on some marbles a child had forgotten, the citizens decided to erect a monument in the form of an arch (whatever a "triumfbue" is called in English) to commemorate the event. It is not very big - about five feet at the highest - but it is the only monument of its kind that is built entirely of - marbles! In other words, it is Marystead's "Marble Arch"... If the last parts seem a bit jumpy it's partly because they consist of some bits and pieces I cut from old letters while I was looking for what I had written about Juan Husami. To return to characters etc, more or less related to the plot, I mentioned the library some time back. The library is closed for renovation (?) (that was Magnus' idea; I suspect him of trying to save a location), but the old librarian is sitting on a bench outside to be as close to his beloved books as possible while he's waiting for the li- brary to reopen. This character has a very special job in the game: To ex- plain all the literary references I have put in the game, to players who aren't as well-read as I... William can ask him what he's doing and get this explanation, or he can ask about something he has heard and read. This can be done in two ways: If he asks "Tell me about..." and then picks a word from the ever-growing list, the librarian will tell the player where he can read about the subject. If he asks "Tell me all about...", the lib- rarian will explain the subject as throughly as it's possible without stepping on someone's copyright. (Obviously we can't just start quoting copyrighted material at length!) The librarian can also help figure out the meaning of obscure words (like "ha-ha") and may be of even more help when William starts delving into local history in "part 3". Local history reminded me that there is another character I haven't men- tioned yet. He started as a small Beatles joke but gradually grew into something more important. I'm talking about the priest - his name is Mac- Kenzie, which of course (?) means he is more or less identical with "Father MacKenzie" from the song about Eleanor Rigby. To take the important parts of him first, he is the one I mentioned at the beginning who is interested in local history and tells William (if he cares to listen) about the origin of the city's name. The first time Wil- liam walks past the church he sees MacK hanging a note on the billboard (?) next to the church door, and if he reads it he will find out that next Sun- day the service will be held in the chapel at Pandip Brook in observation (?) of the anniversary of "the revelation". If he reads this while Mac is still present, the priest will then inform him that he feels rather hypo- critical (?) writing notes like that, but tradition is tradition. A few questions from William prompt him to tell the whole story of the place- names and why this means there probably never was a revelation of any kind in the area. Because MacKenzie knows a bit about local history he may also be able to help William with information he needs to solve the final case, but I have not planned that far yet. Time to get silly, I guess... If William goes to see MacKenzie at night (which is unlikely as walking through the streets at night would require a whole new set of graphics, un- less the artist is a master of palette manipulation, of course) he finds the priest "darning his socks in the night when there's nobody there" [May- be Mac wants to tell William about something that happened at night and he starts with telling about how busy he was with the socks..?]. If he goes into the church he'll find a chalk outline on the floor. MacKenzie explains that someone did indeed die in here last week, but it was a natural death totally devoid of mysterious details, that outline is just someone's idea of a sick joke, and he'll get it erased as soon as he can. If William wants to know more about the dead woman MacKenzie probably won't tell him her name was Eleanor Rigby, but he'll drop a lot of clues by describing her as one of "the lonely people", God knows where they all come from, who live and die without leaving a trace, taking their names with them in their graves. ("Eleanor Rigby / died in the church and was buried along with her name ... All the lonely people / Where do they all come from?") When they get to know each other MacKenzie may confess that he feels like he's one of "the lonely people" himself - he has lived and will die without a trace; he hasn't even saved anyone! ("Father MacKenzie / wiping the dirt from his hands and he walks from the grave / Noone was saved...") Oh yes, and if the cemetery is part of the game Mac may be seen "wiping the dirt from his hands etc...") Another possible way of fitting the priest into the plot: Alice came to see him a couple of weeks before the "kidnapping". He can't really say much about it because she consulted him as a professional (meaning he's under a vow of silence), but hints that she wanted to discuss one of the command- ments. I'm too heathen to remember its number or know its exact text in English, but it's the one about honoring one's parents or something like that. She wanted to know how one best honors one's father in particular - bu obeying him blindly or by following one's heart and doing what he would have let you do if he had any sense (something like that). Talking of graves, another stray idea I got is that if the cemetery is one of the locations in the game, William may come across some interesting epitaphs. For instance, I once made a limerick (in Norwegian) based on an alleged epitaph from Readers' Digest, and after I got this idea I trans- lated it to English: Here lieth a gambler named Hayes who lost both his life and his face playing poker with Butch with two aces too much and now it's a harp that he plays! There's a lot of different activities in Marystead; one of them is an amateur painter club that happens to have opened an exhibition in a local gallery. If William goes there the player may get to see many different pic- tures by different Amiga graphic artists (i.e. they are not all drawn by the artist/s handling the graphics for the rest of the game), depending on available disk space of course. But there is also a clue hidden in the gal- lery. One of the pictures displayed is of a young woman in her twenties. If William looks at it before Harfold gives him a photo of his daughter, he won't notice anything special about it, but if he looks at the painting af- ter he has seen the photo he'll recognize the young lady as the girl he's looking for. Well, someone made a painting of Alice - what kind of clue is that? There is something special about the picture that is so obscure that William needs a bit of help from his subconscious to figure it out. That night he has a strange dream. (I originally suggested having a dream sequence in the game before I knew what it was going to be about...) I haven't got all the details figured out yet, but after several strange experiences William encounters a one-eyed man who is painting a portrait of an ugly woman - or at least that is what he seems to be doing. When William peeks over his shoulder he finds that the picture on the canvas is much more beautiful that the actual model. When he points this out, the man looks at him and says: "Beauty, my young friend, is in the eye of the beholder. And this eye of mine beholds the woman I love!" [I decided that he's one-eyed because the proverb does not say "the eyes of the beholder"...] William wakes abruptly with a remarkably clear insight: The picture in the gallery shows Alice as much more beautiful than she really is - can it have been painted by a lover who sees her that way? The answer is of course yes - the painter is Irving Morley. Unfortunately the people in charge of the exhibition can not tell him that - all they know is that the picture was left behind by an old member who left the club all of a sudden a couple of years back. The signature remains illegible until William has seen the letters - then he realizes that it says "Mungojerrie". If William can find another picture in the same style with the same signature and an owner who remembers where it came from, he will have found yet another way of identi- fying Alice's lover... A few word about Dime Street, which I mentioned briefly in the beginning. As you may have guessed, the street has both a barber shop, a bank and the local fire station, and it ends in a roundabout. That does not necessarily mean that all the characters from the song are there! However, if William goes into the barber shop, something happens: Suddenly it starts to rain, and a fireman comes rushing in through the door.  William takes one look at the newcomer and exclaims: "Very strange!" ("In Penny Lane the barber shaves another customer / We see the banker (?) sitting waiting for a trim (?) / And the fireman rushes in / from the pouring rain / Very strange!") [The rain has ended before William goes out again.] Even fewer words about another street that hasn't been named yet: In this street we find a small old-fashioned cinema owned and run by a fellow called Whitley. The point with this name is that the cinema is called Whit- ley's, which sounds like "hvitt lys" ("white light" in Norwegian). Mr. Whitley is a bit old-fashioned too - in an age where everyone else is show- ing new movies "in glorious Technicolour" (Note: The slogan is authentic!), Whitley sticks to showing the old classics "in glorious Monochrome". Talking of movies: A stray idea I got once is that there is an Italian restaurant called Tony's somewhere in the city, and if William goes there he meets a waitress who tells him that if he wants food he'll have to wait for a while because Tony and the cook are out in the alley serenading a couple of dogs! When the waitress passes through the kitchen door a few moments later, all players who have turned up the volume catch a few strains of "La Bella Notte" - in other words we're on the flipside (Hello Ian!) of one of the more famous scenes from "Lady and the Tramp"... (I haven't figured out anything for William to do in the restaurant, so this is just filler material that will have to go if there isn't room.) To combine another loose idea with this one: While William is talking to the waitress a spotted dog comes slinking in from the street. The waitress throws something at it to chase it off and shouts : "Out, damned Spot!" [For those not versed in the classics, that is a line from "McBeth", and to pound it in we could perhaps call the waitress Beth and have a scene where another member of the staff comes in and asks her if she has seen his mac. ("Have you seen my...")] At the circus we may also meet a palm reader who is a bit special - she doesn't want to look at your hands because she reads the future in palm TREES! A rather absurd attempt at writing her into the main plot: William decides to question the palm reader to see if she had foreseen the kidnap- ping, and discovers that Alice came to see her once. But the millionaire's daughter was not too generous with her small change, so the fortune teller just gave her the usual routine about a long journey and a tall dark stran- ger. The interesting thing is Alice's reactions to these predictions. She nodded approvingly to the long journey, but seemed to be a bit more scep- tical about the tall dark stranger (Irving is a medium tall redhead, and he certainly isn't a stranger!) Another loose idea: At some time or another William goes to the local police station (The reason Magnus sent him there in the first place has been written out!) where he finds an unusual poster. You have probably seen posters warning people not to drink and drive, but in Marystead (which, you may recall, lies close to a navigable river) it's a bit different. The poster William finds has been produced by the local police in cooperation with a diving club - it shows a diver (oldfashioned suit with lead boots and a metal helmet with a long rubber hose for air) pouring out a bottle of beer, and the caption reads DON'T DRINK AND DIVE. A character who hasn't been written into the plot at all yet (but is pro- bably very impatient to get in...) is a very impatient lady called Annie Minnow ("And I mean now!"). It's been said that she was born three months early and spent most of the time in the incubator complaining loudly about the wasted time... (later) Just realized while editing part 2 that I have left out one intere- sting character here. At one point in an early version of the plot, William needed an empty bottle, and I decided to make this another puzzle. The ob- vious question is of course why it's so hard to find empty bottles lying a- round in Marystead. The far from obvious answer I came up with is that the renowned tooth fairy has a far less wellknown but much more active cousin who lives and works (?) in and around Marystead - the Bottle Fairy! This enigmatic creature spends most of her time roaming around in search of emp- ty bottles, and she doesn't just spirit away the unattended ones either! The only difference is that whenever she finds a bottle in someone's pos- session she leaves a coin (to cover the deposit). Even if you decide to carry a bottle with you, you will sooner or later (usually right before you come to the place where you need to use the bottle) bump into a gray- cloaked stranger, and as soon as she has muttered an apology and dis- appeared down the road, you will find that the bottle is gone and you're 15p (?) richer. (And when Guybrush looks at the coin he exclaims "I'm rich!"... Sorry, wrong game!) Of course, now that William doesn't need a bottle we don't really need the BF to make it difficult to get one, but there is nothing wrong with in- troducing characters in part one and using them in a later part, is there? [Continued in the next file as this is getting big]