As John suggested I had in mind that the pot was full of acid and a hydroxide or carbonate was hidden away ready to neutralise it if you solved the puzzle - probably carbonate given the fizzing. (I do a bit of tutoring in Chemistry.)
From now on, I've decided to do Sid-style puzzles at most only every other go as I still feel that this thread is in danger of getting too rich for some tastes. (Of course I've only solved one so far, so it might be a while before this happens.) I'd like to think all regular visitors would enjoy contributing here.
That said, I've tentatively added another potential strand to Sid puzzles. You have now picked up an item: a coat stolen from Primark Shadow Cloak. Possibly future puzzles might require you to use something from your inventory...
It's interesting how they're evolving. Initially I introduced Sid just for a question about how a crazy guy might live his life, but he's gradually become more Sukumvittish.
now that i've had a bit more time to think, the first two lines may be Moonrunner related again. it could be a reference to Conrad and Entador? the last two lines are from Bloodbones maybe. something to do with Scrimshaw and Mask Zombies?
*I say 'almost' because one of the words you're looking for can be found in one other FF gamebook, but in a different context.
Balthus! That should be the first line.
Second line, maybe the name of the room with that old woman in bed?
Third line, could be the name of the room where you see from the window that dead guy hanging from a tree.
For the fourth line, can't really remember anywhere with two concealed zombies.
I don't have the book at hand so all this is based on memory, but am I on the right track?
Edit: I was trapped in some relative's house with no internet, and I happened to pick up a copy of House of Hell at a nearby bookstore, so I spent around 8 hours straight reading it, which is why I know it pretty well. It was not a good day for me.
1 You are in a dark corridor. You can go forwards (go to 2) or backwards (go to 3). 2 You walk forwards. After a while, you pause. Go to 1. 3 You turn around and walk forwards. After a while, you rest. When you finish resting, go to 1. 400 Eh? How did you get to this section? No matter, for the Deadshadowrunner has found you. The last things you see are a pair of sly eyes and a grinning mouth with sharp teeth floating in the darkness.
As Wilf didn't show his working, here's clarification in case anyone cares (which seems unlikely, given the 2-month gap since the preceding post).
Deadshadowrunner was correct about needing the names from the doors of the rooms indicated by the clues, and worked out the first three rooms despite being unable to name two of them.
A concealed Zombie - Balthus (the Zombie behind the curtain). An informative corpse - Abbadon (Mordana tells you important information despite being dead). Not far from your guide's hang-out - Tuttivillus (the corpse of the man who gave you directions to the house hangs outside the window). Two concealed Zombies - Shaitan (the Vampire tries to trick you into opening a door with the Zombies behind it).
The initials of the four room names spell out 'BATS', a flock of which harasses you by the cellar stairs.
The numbers refer to FF gamebooks (the Puffin run, to be specific). The sequence is going through the alphabet, listing the first book to feature each letter in its title: The Warlock of Firetop Mountain Seas of Blood The Warlock of Firetop Mountain The Citadel of Chaos The Warlock of Firetop Mountain The Warlock of Firetop Mountain Deathtrap Dungeon
Post by thealmightymudworm on Jan 28, 2017 4:29:28 GMT
I think I'm going to break my promise of delaying the next Sid puzzle as there have been a couple of non-Sid ones (and a three month break) since the last one.
You exit into the garden. It is now nighttime - long after you intended to leave - and cold enough to make you tug your new coat closer around you.
You are confronted with a lawn, though not one in very good condition. Suspicious, you pick up a stick and poke at random areas in the ground. Sure enough, one prod in a wet area results in a nail jabbing up whilst a jab in a drier area results in a shower of sparks as if from a firework. Probably nothing lethal but you don't feel like testing things out.
There are two paths across the lawn which curl round the side of the house.
One of them has little on it except at one point the ground is all churned up. It seems that Sid has sprayed the ground with washing-up liquid to bring earthworms writhing to the surface. Around that point is also a reddish stain. Hopefully Sid achieved this with food-colouring.
The other path has a much weirder feature. A wooden post stands a head taller than you in the middle of the path with a number of thin wooden rods branching out from it. It seems impossible to pass the post without touching some of the rods or stepping off the path. No doubt one or more of them will trigger a response.
On top of the post is a large, crude, mock-up of a mercenary on horseback. The horse is reared up on its hind legs. It looks precarious and heavy, as though its front hooves might land heavily on someone.
On one side of the post is a smaller post almost as tall as you. There is a figure made with twigs, bits of paper and, oddly, based around a pot of honey. If the mounted mercenary does topple over, it might crush the figure, unless you were walking round that side of the post in which case you would block it.
The path then winds back round the side of the house. Just before it reaches there, you can make out something like a mannequin with a red sheet covering it. You think you can make out something glowing white beneath.
I think the set-up may be Sid riffing on The Crimson Tide. If so, you've opted for the path with the Giant Mudworm on, and even if you survive whatever Sid has created to simulate being savaged by Gascoigne's folly, you'll have missed out on something significant by not taking the other path.
Still not being entirely clear on what is the correct course of action in TCT, I can't even begin to imagine what is the right thing to do here, but if I'm right, maybe someone who knows the book better than I can figure out what needs doing.
avoiding the mudworm path you bump into a mercenary on horseback. He will attack one of your friends but trying to save him will ultimately lead to failure. I assume the twig figure around the honey pot represents the friend so you should just let the statue topple and smash the twig figure. The next thing you need to do in TCT is fail to scare off Death's Messenger (the mannequin with a red sheet?) and defeat him in battle. After that you'll reach the city which I assume is the house.
So I'm going to say: 1. Take the second path round the house 2. Allow the statue to topple over and smash the twig figure around the honey pot 3. Go round to the side of the house. Take the sheet off the mannequin and then destroy the mannequin. 4. Enter the house.
Post by thealmightymudworm on Feb 7, 2017 2:21:38 GMT
Taking a few paces down the path, wilf senses the ground beneath him shifting slightly….
Suddenly the path collapses! A narrow but deep hole appears under your right foot and only a successful LUCK roll few moments of desperate scrambling prevent you from sliding into it. You presume that wasn't made by the earthworms…
[The coat isn't relevant on this occasion. I don't have any specific plans for items you pick up, so if people want to use them in their puzzles that's fine.] _________________ kieran edges carefully along the path, moving between the contraption and the stick-figure*. It's impossible to avoid touching all the sticks, and one of them triggers a mechanism causing the horseman to tip in your direction! But the horse's hooves land on your head with only modest force, whilst on the other side of the figure the ground collapses with a great whoomph. You take the honey pot-figure with you (note it on your Adventure Sheet).
As you reach the edge of the path a door to a side passage with a step up to it comes into view. You pause at the cloaked figure and tug off the red drape. Beneath is a skeleton which is glowing due to luminescent paint. You knock its skull off, which splits to reveal a key …and a drawing of an unhappy stick man falling down a trapdoor in front of a door.
Turning the key in the side-gate and – carefully avoiding the booby-trapped step - you enter the side passage.
*You were pretty much spot on except that you are supposed to get yourself kicked unconscious by a horse whilst protecting your friend. This is so you end up spending the night alone and hopefully meet Death's Messenger if you remember which way to fudge the dice your vision is not totally clouded by a crimson tide.
Your friend's name is Hani, so the honey is silly wordplay.
Cool Although as Greenspine worked out what you were getting at and I just supplied some details (and not completely on the money details either), maybe he should set the next puzzle?
In general I reckon it should probably be the person who posts a more or less complete answer to a puzzle who posts the next one, no matter how big or small the assist they've had, just to save time on working out who's doing what. (I'd think differently if there was money on offer, but sadly no one is sponsoring this thread yet. *Looks hopeful* )
That said, if you don't have one ready and greenspine does, we should go with that.