TAPESTRY walkthrough -------------------- TAPESTRY: An Interactive Destiny by Daniel Ravipinto An entry in the 2nd annual Interactive Fiction Competition Author's note: The major "puzzle" in TAPESTRY is the choice of Paths the player has through the game, which in turn affect the three endings possible. This, combined with the fact that the panels can be played in any order prevents a true linear "walkthrough." Instead, this guide has been broken up into sections: first by panel, and then by the Path the player wishes to follow. Also, the majority of the player's time in TAPESTRY is not spent taking actions, but rather looking around at the world around him/her and learning as much about it as possible before reaching a decision. Therefore, while it is possible to quickly run through the game (once one knows the proper actions), this guide also takes into account what the player has learned about TAPESTRY and Timothy Hunter, the character he/she plays. PLEASE do attempt to play the game before resorting to the walkthrough. One of the major points of TAPESTRY is exploration and self-discovery. This walkthrough reveals many of the secrets of TAPESTRY and may ruin the game for you. One final point: TAPESTRY may seem to be centered on morality and "proper" choices. This was not my intention. There is a grander scheme going on (which the opening quote alludes to, and which, I hope, the epilogue makes clear), and I hope that the judgemental nature of some of the characters will not turn off players until they have a chance to finish the entire story. SECTION 0: OPENING ------------------ The opening begins in "Nothing." Take whatever actions you please, the opening is completed after two acceptable commands (including "wait") are entered... SECTION I: PROLOGUE ------------------- [NOTE: The Prologue can be skipped entirely by using the 'begin' command. HOWEVER, it is suggested that players run through it at least once. It contains important information necessary to understanding the rest of the story. By nature, the opening is NOT a section in which the player can expect to solve puzzles in order to continue. Instead he/she should step back, look about, ask questions and try to understand what is going on. It will end in its own time. If you ARE stuck, and have no idea how to continue, just type "wait" a few times. In fact, the entire Prologue can be run on 'autopilot' by typing "wait" until it's over.] A NOTE ON THE PATHS: There are three Paths through TAPESTRY, represented by three NPCs. Once a Path has been chosen, it CANNOT be abandoned, and any attempt to will be thwarted either by the Parcae or by Morningstar (depending on which Path the player is currently on). THE PATH OF ATROPOS - Atropos tells Timothy that it is not right that his Moira be changed. She wishes Timothy to "replay" history, and not take Morningstar's offer of a change. She also says that the fears that have haunted him are not to faced. [WHAT THIS MEANS IN GAMING TERMS: Do all the things Morningstar told you about in the Prologue, and when the Wraith appears (the embodiment of Timothy's fear and self-loathing), refuse to face it]. THE PATH OF MORNINGSTAR/LACHESIS - Lachesis tells Timothy that he should carefully consider Morningstar's offer, it is the only chance he has to change his past. Morningstar tells Timothy that his actions have been evil and selfish and he has caused much suffering because of them. He should take this opportunity to prevent his current situation from occuring. [WHAT THIS MEANS IN GAMING TERMS: Do everything you can to prevent what Morningstar told you about in the Prologue (ie. be at the hospital when your mother dies, find a way to help Sarah without euthenizing her, find a way to NOT hit the little girl in the car accident). NOTE: The Wraith does not appear on this Path]. THE PATH OF CLOTHO - Clotho agrees with Atropos' view that Timothy's Moira was formed by his own choices, and therefore should be stood by. However, she does tell Timothy that this opportunity can be used to understand the reasons behind his actions, and perhaps to face the fear and guilt which have haunted him for so long. [WHAT THIS MEANS IN GAMING TERMS: The first section of this Path is identical to the Path of Atropos. However, when the Wraith appears, the player should agree to face it, and find a way to defeat it]. SECTION II: THE MAIN GAME ------------------------- Section II begins with Timothy abandoned in the now ruined Tower. From here, he has an opportunity to travel to the three events represented in the three panels of the Tapestry. The Tapestry is used by TOUCHing one of its panels (ie TOUCH FIRST PANEL, TOUCH SECOND PANEL). Upon doing so, Timothy is transported to one of the three events: [NOTE: You can return to the Ruined Tower from one of the Tapestry panels by TOUCHING the tapestry found in that area.] SECTION II.I: THE FIRST PANEL - ALICIA -------------------------------------- GENERAL INFORMATION: To the west, on the bed, you will find your wallet. To the south, in the work room, are your work papers, a telephone, and an appointment book. Reading the appointment book, you get information on Dr. Hughes and Michael at work, as well as the fact that you are supposed to be working on the Thompson account. You know that you have to complete the Thompson account by Monday, but you also know that your mother is destined to die shortly. Calling Dr. Hughes (CALL MERCY HOSPITAL, CALL DOCTOR, etc...), you can get some information by ASKing HIM ABOUT MY MOTHER. Hmm...well, they say she's fine... CALL MICHAEL and ASK HIM ABOUT THE THOMPSON ACCOUNT. He'll give you the background on what you need. Mike says that all the papers you need are here, so READ ABOUT THE THOMPSON ACCOUNT IN THE PAPERS (alternatively, you can just "read account" or "read thompson account," which is something that can be done in all other 'look up' situations). Well, now you know that there are three sections to work on. Start from the beginning and READ THE BACK RECORDS. You suddenly realize that there are some records missing! CALL MIKE and ASK HIM ABOUT THE MISSING RECORDS. OK, go on and READ THIS YEAR'S INTAKE, then READ THE FORMS. You've hit a serious snag. You need those papers signed by Monday, but you need to get in touch with the notary public. Maybe Mike can come to the rescue again. CALL MIKE and TELL HIM ABOUT THE SIGNATURES. He'll help, but just as you're about to leave, a call comes in. Your mother's dying... THE PATH OF ATROPOS/CLOTHO: When you went through this during your life, you chose to help the Thompsons rather than be with your mother when she died. You must make that decision again. CALL THE TAXI SERVICE (you'll need the wallet from the bedroom), and then go outside to the driveway to WAIT. When the taxi arrives, GET IN. The notary public's office is at City Hall, so CABBIE, TAKE ME TO CITY HALL. You tried, but you were too late. The story will continue one week later at your mother's funeral. To the north is the casket, so go NORTH. The Wraith appears...this is where the Paths diverge. ATROPOS: You are guilty of the sins Morningstar accused you of, and have no right to defy this judge. The Wraith will ask you if you will face your crimes. Say NO. Atropos will appear and speak, then you will be returned to the Ruined Tower. CLOTHO: Say YES to the Wraith's question. [Note: if you have faced the Wraith in a previous panel, this decision will already have been made and the Wraith will automatically either defeat you or begin your inquisition]. "Admit the evil you have done!" Say NO. "What excuse have you?" TELL WRAITH ABOUT THE THOMPSON ACCOUNT. "You abandoned her! Left her for dead!" Say NO. "Where WERE you?" SAY CITY HALL. Clotho will appear and congratulate you, then return you to the Ruined Tower. THE PATH OF MORNINGSTAR: Leaving your mother to die at Mercy was a horrible thing, and there's no way you can repeat it. But what about the Thompson account? You'd better CALL MIKE. Well, you have to TELL HIM ABOUT your MOTHER. "...are you trying to tell me you're NOT going to be able to do the Thompson account...?" Say YES. Now, CALL THE TAXI SERVICE. Go to the driveway and WAIT for the cab to arrive, then GET IN it. CABBIE, TAKE ME TO MERCY HOSPITAL. When you arrive, LOOK AT your MOTHER. Morningstar will appear and congratulate you for doing the right thing, then send you back to the Tower. SECTION II.II: THE SECOND PANEL - SARAH --------------------------------------- GENERAL INFORMATION: On top of the fireplace's mantel is a snapshot, to the north is the driveway, where this morning's paper lies. Sarah is in the bedroom to the west, lying in bed next to a small endtable. South of the bedroom is the bathroom, where Sarah's pills are in the cabinet and a small glass lies on the sink's edge. South of the den is your office, where your phone and papers are. Inside the desk's drawer is an address book. You know that this scene deal's with Sarah's illness. EXAMINE THE FIREPLACE and GET THE SNAPSHOT, then head south to your office. OPEN THE DRAWER, and GET THE ADDRESS BOOK. READ IT. Perhaps Doctor Albero can help you. CALL MERCY HOSPITAL and talk to him. ASK HIM ABOUT SARAH. No help there. The papers on your desk are for Mercy Hospital. LOOK UP ALBERO IN THE PAPERS. He appears there, but you get no further information. Head NORTH twice to the driveway. GET THE PAPER. READ IT. Aparently Dr. Albero hasn't told you the whole truth. Head SOUTH, then WEST and visit Sarah. EXAMINE SARAH. GET THE PILLOW. ASK HER ABOUT HERSELF. ASK HER ABOUT ILLNESS. EXAMINE THE ENDTABLE. OPEN THE DRAWER. ASK SARAH ABOUT THE ENDTABLE. You've learned two things: 1) Sarah's tired, but is having trouble falling asleep, 2) There's something in the endtable's drawer she doesn't want you to see. Head SOUTH. EXAMINE THE SINK, EXAMINE THE CABINET. GET THE GLASS. OPEN THE CABINET and GET THE PILLS. EXAMINE THE PILLS. Now you have a way to put Sarah to sleep. THE PATH OF ATROPOS/CLOTHO: Remember from Morningstar's diatribe from the Prologue that Timothy put Sarah to sleep, distracted her somehow, then smothered her with a pillow. First FILL THE GLASS with water from the sink, then head NORTH. GIVE THE PILLS TO SARAH. She still hasn't fallen asleep. SHOW THE SNAPSHOT TO SARAH. Then TELL SARAH ABOUT THE LAKE. She's now asleep, and however painful it may be, you can KILL SARAH. If you attempt to leave, you realize you're forgetting something important. Try OPENing THE DRAWER. The Wraith appears... ATROPOS: You are guilty of the sins Morningstar accused you of, and have no right to defy this judge. The Wraith will ask you if you will face your crimes. Say NO. Atropos will appear and speak, then you will be returned to the Ruined Tower. CLOTHO: Say YES to the Wraith's question. [Note: if you have faced the Wraith in a previous panel, this decision will already have been made and the Wraith will automatically either defeat you or begin your inquisition]. "Admit that you never loved her!" Say NO. "Admit that she never loved you!" Say NO. "Tell me of Sarah!" TELL WRAITH ABOUT SARAH. "You cannot prove that you were even ONCE happy together!" TELL WRAITH ABOUT LAKE. Proof? SHOW SNAPSHOT TO WRAITH. Clotho will appear and congratulate you, then send you back to the Tower. THE PATH OF MORNINGSTAR: You know that you cannot allow yourself to kill Sarah as you did the first time around, but what solution is there to her problem? The paper told you that Dr. Albero was starting an experimental treatment program. Go to your office and CALL ALBERO, then ASK HIM ABOUT THE EXPERIMENTAL TREATMENT PROGRAM. He refuses to help! Maybe you need more information on this project. LOOK UP ALBERO IN PAPERS again. This time, the program you read about catches your eye. READ ABOUT PROGRAM IN PAPERS. There are three sections. READ METHOD and READ RESULTS produce nothing useful, but READ BUDGET does. Apparently Albero's skimming money off the project. CALL HIM and ASK HIM ABOUT THE BUDGET. He's asked you a question...what DO you want? ASK HIM ABOUT SARAH. ASK HIM ABOUT THE PROJECT. Now that you've gotten Sarah onto the project list, perhaps you should go tell her to bolster her spirits. Go to her room and SHOW HER THE PAPER or TELL HER ABOUT THE PROJECT. However, it seems that Sarah doesn't think that life is worth living. SHOW HER THE SNAPSHOT and TELL HER ABOUT THE LAKE. Morningstar will appear, and then return you to the Ruined Tower. SECTION II.III: THE THIRD PANEL - THE CAR ACCIDENT -------------------------------------------------- GENERAL INFORMATION: This is the event which ended Timothy's life and whose aftermath is the story's beginning. Tim's involvement with it is limited, and hence there is little he can do. Through the opening and the first few moves, Tim continues driving toward his unavoidable fate. Trying to STEP ON THE GAS or BREAK or TURNing THE WHEEL accomplishes nothing, and for the moment it seems that Morningstar and the Fates have lied. However, as the accident approaches its final outcome, Tim has a brief moment in which he can change history. That moment begins when the car strikes the pavement after rebounding off the curb ("The car strikes the pavement with resounding force, the tires squealing as they touch ground"). THE PATH OF CLOTHO/LACHESIS: Timothy cannot change history, and must strike the poor girl who has fallen into the street. He must WAIT until the inevitable happens... But rather than finding himself in Nothing, as occured at the game's beginning, he appears at the top of a dark cliff. Far below, he can see a river, and LOOKing AT THE CLIFF, he remembers his fear of heights. He must overcome it, and since this appears to be a nightmare he has had before, he must JUMP OFF THE CLIFF. After a terrifying fall, he finds himself at the cliff's bottom. LOOK AT THE RIVER and try DRINKing THE WATER. Apparently this is nasty stuff. LOOK AT THE SKY and the moon, and Tim remembers his childhood. Continuing his dream, Timothy can try TOUCHING and then GETting THE MOON. He now has Light, which he can use to fight the Darkness of the river. PUT THE MOON IN THE RIVER and the Wraith will appear... ATROPOS: You are guilty of the sins Morningstar accused you of, and have no right to defy this judge. The Wraith will ask you if you will face your crimes. Say NO. Atropos will appear and speak, then you will be returned to the Ruined Tower. CLOTHO: Say YES to the Wraith's question. [Note: if you have faced the Wraith in a previous panel, this decision will already have been made and the Wraith will automatically either defeat you or begin your inquisition]. "So you kill again!" Say NO. "How do you explain away your action?" TELL WRAITH ABOUT THE ACCIDENT. "You are a fool and a coward!" Say NO. "What adversary have YOU stood against?" This may seem to be a difficult question, but what adversary are you facing right now? SAY YOU TO THE WRAITH. Clotho will appear, congratulate you, then send you back to the Tower. THE PATH OF MORNINGSTAR: Tim must TURN THE WHEEL and avoid hitting the young girl. Unfortunately, his momentum is too great and he ends up crashing anyway, this time striking the figure on the sidewalk... He awakens not in Nothing, but in Everything. Morningstar will appear shortly (you can WAIT for him), explain where you are, then send you back to the Tower. SECTION III: THE ENDGAME ------------------------ Section III begins when the player completes his/her final Panel of the Tapestry. Rather than being returned to the Tower, Timothy Hunter finds himself in Nothing, in what appears to be the same situation as he found himself at the beginning of the story. This section can be solved in exactly the same way (by WAITing or by taking some other sort of action). SECTION IV: THE EPILOGUE ------------------------ The conclusion to the story depends entirely on which Path the player chose. There are three different endings to TAPESTRY. Thank you for taking part in the 2nd Annual Interactive Fiction Competition. I hope that you enjoyed TAPESTRY and would be very appreciative of any comments or constructive criticism you may have.