The Fire Curtain — hints
One nudge at a time. Nothing opens unless you click it, so you will not read the answer to a puzzle you have not reached.
Back to the game · Full walkthrough
Act I — The Half
What am I doing?
Walking the building, which is the job. Four things decide everything after 8.41 and all four are findable in this act: the card in your pocket, the draught on the stage, the gas batten in the flies, and the door at the foot of the gallery stair.
The card.
read card. It is four lines and it is the entire fire model and it does not change. Rule three is the one that will catch you out later.
The draught.
Stand on the stage and examine the draught. In at the stage door, across the boards, up the flies, out at the lantern — because the lantern is open. That is the best possible arrangement and it is already the one you have.
The gallery stair.
Go up from the foyer and look at the door at the foot. Then ask the manager about it. He does not hesitate and he does not lie, and there is genuinely no law against what he has done.
How does the act end?
When you have found all four and gone back to your box.
Act II — The Flies
What should I do first?
Nothing that changes the draught. The fire is high, in a chimney, with a hole in the roof over it. That is the best position this building will be in all night and it is already the one you are in.
Should I shut the lantern?
No. The game will refuse you once and quote rule three at you, and then it will let you, and you will have turned eighty tons of hot gas round and pointed it over the footlights.
The scene dock.
Four tons of dry stock cloth behind a sliding door. Six seconds to shut it. It is the single most valuable six seconds available to you tonight and nothing in the game tells you to do it.
The iron.
The lever is in your box. It seals the stage off from the house and it cannot be raised again from the stage side, and there are two hundred people on the stage side — who are already going out the stage door, which the iron does not stop. The game says all of that before it lets you.
The hose.
One branch off a two-inch main against eleven hundred pounds of size-painted canvas. Try it once so that you know.
Act III — The House
Nothing here is about fire.
Correct. Nine hundred people, one foyer, six leaves that open inward, and a locked stair.
The main doors.
open the leaves — all six, hooked back. Forty seconds, and nobody has ever done it during a performance in the history of this building.
The gallery stair is locked and I cannot break it.
You cannot. One man, a good lock, a good frame. ask cheshire about the gallery — he stops talking in the middle of a foyer and gives you the key, and says something you will be asked about in four weeks.
Can I redirect people?
One group, once, if you are standing in the room with them. call them to the street. They go out the way they came in unless somebody they can see and hear tells them otherwise.
The dress circle.
Two hundred more, coming down two curved stairs into the back of the pit — which is where the six hundred already are. Nothing can be done about that and it is worth going up to see.
Act IV — Understage
Who is missing?
Ask Bella Hoskins. She has counted four times and got ten, and she will tell you the name, where that child goes, and one thing you must not do when you find her.
How long have I got?
Ask Wardle. He will not order you in and he will not ask you to go, and he will tell you exactly what the smoke layer is doing and how many minutes that is.
Where is she?
Not in the dressing rooms — but search them first, all three tiers, because being certain is the job. Then the understage, and then the room behind it.
The gas.
Four hundred feet of pipe under a burning stage, and nobody has thought of it in eighteen minutes because everybody has been busy. It takes four seconds.
I keep dying in the smoke.
The corridor has the stage door propped open at the end of it and there is air in the bottom two feet. From the understage that is one move. From the bridge room it is two, and the game warns you three times before that matters.
Act V — The Inquest
What happens here?
Nothing burns. A fair coroner asks you one question that is not in your deposition, and four things are true, and you can say any of them under oath.
Talk to people first.
Cheshire in the corridor, who has sat at the end of a bench for six days waiting to be asked about a door. Bella Hoskins, who told them about the deal stair. The coroner, who will tell you what he intends to say about the iron.
It will not let me say the door was locked.
You have not got enough of what it rests on. A coroner will take an unsupported answer apart in two questions, and then the one chance anybody had to put a locked door into a public record is gone for good.
Which answer is right?
None. The locked door is true and puts a man in the dock for something that was not a crime. The batten is true and is already in the record and is about nothing. Blaming yourself is true and is not the whole truth and the coroner will know. And the times, in order, with no opinion, is exactly what the office asks for.
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