MAP -- // Once again, trying [steps] ______ // to use just a ^ / \ // minimum of |-(up) [quarters] / WIND \-||=== locations. | / ^ | MILL | \\ There are [in_mill]----[mill] / | \_--||--_/ \\ 9 in this | __/-(up) |-(up) \ || / \\ part, and one | / | \||/ is little more [deck]-------[cabin] |||| N than a cutscene. ^ |||| | |-(up) |||| W--+--E | |||| | [treetop].................[trawl] / /\ \ S ^ /_|__|_\ |-(up) Note: ......... represents a | non-directional relationship. [campsite] Player gets caught in a net. INFORMATION -- The puzzles are probably "easier" in this chapter (even though they are not supposed to be "hard" in Part 1), and there are fewer of them. The intent is that it's still a 35-to-40-minute chapter, based on content. Reference/Idea: http://en.wikipedia.org/wiki/Image:CrushedStoneBarge.jpg Windmill: http://en.wikipedia.org/wiki/Image:KinderdijkMolens_klein.jpg All About Windmills: http://www.hcsv.org/Chronicle/Windmills.htm Helm of a Ship: http://en.wikipedia.org/wiki/Image:FS_Clem_barre.jpg Begin in a wooded area, beside a widening stream. It runs the direction that the player is traveling (the "forward" dir). A burned-out, day-old campfire is here. The mast: It's a fat post with a groove on either side, running from almost deck-level, up to about a third of its length (just above your head). A handle juts out from both sides. At the top, the grooves stop going upward, and make a quarter-circle around the post, ending in a small downward dip. The handles have to be lifted up, turned, and let go. This will raise the bounding side rails. Must describe "wind" picking up as clouds come in. Not only will this set things up for the 3rd and final chapter, but it will make more sense as to why the windmill was spinning fairly rapidly. There are only three locations on the barge - cargo deck, cabin, quarters. They're connected view a forward/back relation, and also then, east/west. Can also do "fore" and "aft" as dirs (go fore, go aft, enter cabin, exit cabin enter cargo). In rest of game, port/aft is error (meaningless dirs). The windmill is for grinding grain (tie-in to the grain from Part 1). Barge may have previously been an oceangoing vessel. Looks like it was. For simplicity, there is only one room (at ground level) in the windmill. An iron post (the drive shaft) goes up through the middle, connected to gears at the top. The gears lead to the side, where the blades are connected. There is also a stone basin at the bottom, where the post turns. A millstone is there, for grinding up grain in the basin. ACTIONS -- Get the fish bones from the campfire. Optional. Puzzle has alt solutions. Something approaches from above, but you can't get a good enough look. Must climb a tree. See flying barge approaching from the "back" direction. It descends, about to graze treetops. Get caught on a hanging net. Flying below barge, hanging onto a net, off the side of it. Must climb. Up to a long, flat cargo area, at the front of the barge, on main deck. Spiders larger than you, grabbing cargo containers, crates, leaping off. There is a strangely pale captain, alone, trying to fend them off. Player won't be able to take most actions until dealing with the spiders. They'll be knocking him over, attacking, getting in the way, etc. Captain's hint: Point to sword, sweeping arm motions, point to spiders. Must fight them back, forcing them all to jump off. Low to ground now. The barge is coming down. Captain rushes into cabin (to land in clearing). He does this when there is just one spider left, and barge is very low. Spiders approach again from the west. Captain peeks out, points to mast. It's not really a mast after all (see descript in "info" section, above). Allow the player to go into the cabin, but the captain points back out. Need to lift the handles and turn, so that the barge's side rails raise. Once the rails are raised, spiders arrive, but can't jump high enough. The barge lifts off and flies over forested area, in "forward" direction. Doesn't rise much taller than treetops, and seems rather shakey, to boot. Captain peeks out and motions player to come to the cabin, if not already. The helm - a spoked wheel (note: similar to the wagon wheel, from Part 1). Extensive damage to the front can be seen (visible out the front window). A wing at the front, on both sides (probably noticed earlier, from tree). It's one of these wings, to starboard (player came up port side) damaged. Captain sets down outside a windmill, and points to one of its 4 blades. Player will have to lower the rails later, to leave north to the windmill. Player's job is to go retrieve one of the windmill blades. Puzzles here. This involves stopping the windmill first. Then climb up to take it off. Must detach damaged wing from inside the deck area before attaching new. Wing is attached between two horizontal bars, clamped down vise-like. In the quarters, a tapestry is on the wall, describing flying enchantment. This tapestry has no sign of curse, but does show outline of man and pact. And, like the one from the cellar in Part 1, it has the mark of a Tyrant. It should convey that the barge flies due to an enchantment, more or less. The windmill door has a large lock. Player can pick lock with fish bones. Or, use a pipe found in the quarters to pry/break the lock off the door. Can't kick or break the door down, because it hinges inward (I suppose). Player can drop the lock into the grinding bin, to stop the drive shaft. But, it couldn't be used to jam the gears from above. It would be thrown. It just clanks around up in the gears, but doesn't really catch on any. The pipe can also be used to jam the gears, but not the millstone itself. Ladder-like steps lead up the outside of the windmill, to the blades. Be careful, because this puts player between outer wall, and the blades. Can't draw sword if blades are spinning. Too close to the spinning blades. Blades ("sail arms") are bound to an axle. Must cut one off with sword. Bottom few steps have eroded. Must lean the old wing against windmill. Some of the cargo crates contain casks of apple cider, incidentally. Player could try pushing a crate off, but captain looks panic-stricken. It turns out, dumping the crates will let him "move on" to afterlife. He'll no longer have to shuttle the cargo back and forth to nowhere. Player must stack three crates (pyramid-like) to reach the top of post. This can be done with a simple "stack crates" or "move crates to post" When blade is cut from windmill, it falls/floats and gets stuck on post. So, the player has to stand on the crates in order to reach it, get it. When we slide the sail arm off the post, it goes "through" the captain.