| Basic Walkthrough for Graham Nelson's Jigsaw | |
| 3nd and *Final* Revision | |
| by bonni mierzejewska | |
| This is as complete as one person (that person being me) can make it. Many | |
| thanks to those who contributed feedback to improve this walkthrough. 'Tis | |
| the last revision. Any typos are here to stay. | |
| CENTURY PARK | |
| You begin in Century Park on New Year's Eve, 1999. There's a party raging | |
| that is giving you a headache, and you're trying to avoid it as long as | |
| possible. | |
| Go east. This is the Beer Tent, and you'll catch sight of that intriguing | |
| stranger in black (everyone was supposed to wear white to this party, as you | |
| know if you read the party ticket in your possession). Get the sparkler from | |
| the potato. Going back west, you find that Black has left you a jigsaw | |
| puzzle piece. Take it. | |
| Go southeast to behind the Beer Tent. Take the rucksack and search the crate | |
| (examine it, too - it's stamped A4). Take the curious device and the tagged | |
| key. | |
| Going back NW, go NE to the churchyard. Go E into the church, and E again | |
| into the vestry. Look under the stool and get the pencil; look in the stool | |
| and get Emily's book. Go W twice (back to the churchyard) and sketch the | |
| night-jar. Then go SW to Century Park and W to Kaldecki's Monument. Climb | |
| the monument and examine the lightning-conductor. It's made of fuse. Light | |
| it and there will be a boom. Go D and enter the Monument. You won't be | |
| able to exit again, but don't worry. You don't need to. | |
| In the Monument you'll see a display case. You can examine it and its | |
| contents, but you won't be able to do anything with it for a while, so you | |
| can ignore it for now. Go E further into the pyramid. You'll find a dusty | |
| room with a table and a clock. (You can take a look at the room SE, too, | |
| while you're here.) Look under the table; you'll find another puzzle piece. | |
| Now clean the table and you'll find a puzzle board. (Examine it and you get | |
| a nice graphic display.) It has sixteen spaces, four rows and four columns: | |
| the rows are labeled A to D and the columns are labeled 1 to 4. Take a look | |
| at the corner piece you found in Century Park and turn it until it fits at | |
| A4, the upper right hand corner. It will light up with a picture of parklands | |
| strobed by laser light. Take the centre piece and put it at C2. If it | |
| doesn't light up, pick it up again (type "get C2"), turn it, and place it at | |
| C2, repeating until the piece lights up. | |
| Now, get the ormolu clock and set it to 59 ("set clock to 59"). Press C2 | |
| (pressing A4 does nothing, because you've solved that now). You will be | |
| transported..... | |
| FLAT OVER THE STREET | |
| Don't try the door. It's locked, and you haven't got the key. However, the | |
| tagged key you found in the crate fits the dresser. Unlock the dresser and | |
| open it and you will find another jigsaw piece. About this time, Black will | |
| come through the door. | |
| Shake hands with Black. (I don't know why, but this gets you a point.) Just | |
| let Black talk; you'll find out a lot. When Black asks you if you understand, | |
| say no to get more info. Then just wait around until Black gives you the | |
| sniper's rifle. Slip off the safety ("switch rifle off") and wait some more, | |
| until the Archduke shows up. Unpleasantly, what you must do then is shoot the | |
| duke ("shoot duke"). (So much for "Violence is seldom the answer, you know"!) | |
| Sketch the horses. Then wait around a bit. The time window will open; Black | |
| will take the curious device. Watch what Black does, so you can do it later. | |
| The device causes the disturbed air to condense into a black sphere, into | |
| which Black disappears. At this point, you can wait until the clock runs out | |
| or simply set the clock to 1 and zip out of there. (If you don't get | |
| transported right away, type "look" and you will be.) You will be transported | |
| to the Disc Room in the Monument. Go NW, and you're back at the puzzle board. | |
| BACK AT THE MONUMENT | |
| There's a reason why I don't use pronouns to refer to Black. Graham Nelson | |
| never does. Black's gender is deliberately left indeterminate. Black on some | |
| occasions displays definitely female behaviour and on other occasions displays | |
| definitely male behaviour. This allows you to assign to Black whatever gender | |
| interests you. There's a reason for that, too, which will become clear to you | |
| as you continue on in the game. | |
| You might also be wondering why you need to be drawing all these animals. Well, | |
| since this is a walkthrough and a cheat, I'll tell you that you can't win the | |
| game unless you draw at least 4 animals in the course of the game. Some of them, | |
| however, are a challenge to capture on paper and are a challenge in and of | |
| themselves. I found it interesting to find and draw all of them. There are | |
| (not much of a surprise here) exactly 16 animals to draw (just as there are 16 | |
| puzzle pieces and 16 sections of the Land). | |
| The device Black took from you will be on the puzzle board. In addition to | |
| opening the time window, it tells you what year you're in (examine it when | |
| you're in a chapter). Put in your sack. | |
| Examine the piece you got. Turn it until the flat edge is at the left and | |
| put it at C1. It will light up with a picture of a cocktail glass with ice. | |
| From now on, what you need to do to fire up the puzzle is set the clock to | |
| 59 (or whatever), and press the chosen location. Press C1 to be transported..... | |
| S.S. TITANIC | |
| ...to the Reading Room aboard the Titanic on the last night of its fateful | |
| voyage. There's a note for you from Black and a newspaper. Read them if | |
| you like. Then go SW to the First Class Lounge, N to the Port Promenade | |
| (fore), W to Port Promenade (aft), S to Adjoining Staircase, and U to the | |
| Boat Deck. Ignore the first aid box; you don't need it. On the Boat Deck, | |
| move the chairs so you can get to Black's chair. You'll find a book. Get | |
| the book and open it, and an elegant key falls out. Get it. Then read the | |
| book and remember the new distress code: CQD. Now go D and N,E,S back to | |
| the First Class Lounge. | |
| Go E to the First Class Entrance. While you're here, go U to the Top of | |
| Stairs, take note that this is where the wireless room is, and go W to the | |
| Gymnasium. Take the jacket you find and go E and D again. From the First | |
| Class Entrance, go E to the Cabins. Unlock Black's door with the elegant | |
| key, open it, and go E to enter it. There, look under the wardrobe to get | |
| the Kaldecki Device (kd for short) and another note from Black. Get the | |
| long barrelled key from the table and open the porthole. A jigsaw piece will | |
| fall to the floor, which you can now get. Read the note for a little extra | |
| info about the kd. | |
| The Kaldecki Device is useful the first time you play the game. Turn it | |
| ("turn kd") when you're in a chapter, and it will tell you the number of | |
| jigsaw pieces you have (or have left) to find there. | |
| At some point during your explorations of Black's cabin, the Stewardess will | |
| enter and grab a previously-unseen-to-you towel. This is useful if you want | |
| to stick around to the very end for a chance to open a time window. If not, | |
| you'll have other opportunities to enter a time window. At some point before | |
| the endgame, you need to do so; the first time you do, you get a point. | |
| Now, go back W twice to the Lounge, N and W and S to the Stairs, wear the | |
| jacket and go W into the Smoking Room. Wait around until Benjamin Guggenheim | |
| gives you a letter. Once you have it, go W again into Palm Court and give | |
| the letter to Miss Shutes. She'll squeak and leave, disbanding her ouija | |
| game. Now you can look, and you'll see the jigsaw piece left here. Take it. | |
| Now you need to go back to the wireless room. Once there, unlock the door | |
| with the long key, open it, and go E to enter. There's a morse key here and | |
| charts with morse code on it. Remember the CQD? You need to key it in now. | |
| It's on the charts. "Dah" is a dash, and "dit" is a dot; C is -.-. : Q is | |
| --.- : D is -.. and you need to key them in succession with no pauses. This | |
| solves the temporal crisis here. The letter you gave Miss Shutes *has* to | |
| make it to its addressee; you just made sure that Miss Shutes would be rescued | |
| by the S.S. Carpathia. | |
| Now you can either escape back to the Monument by using the clock, or wait | |
| around for the time window. Examine the towel; on it is the location where | |
| the time window opens. It will open at the precise minute that the Titanic | |
| sinks. Be there before 2:10! AS SOON AS you see the air disturbance, press | |
| the button on the curious device. The Titanic will make it's plunge for the | |
| bottom, but you'll survive long enough to dive into the black ball. | |
| If you decide to stay until the bitter end, turn off the alarm on the clock, so | |
| you don't get whisked back to the monument prematurely. Just don't forget to | |
| turn it back on again if you want to leave a chapter using the clock! | |
| A note about the compass directions. If you lay them out, you'll notice that | |
| Graham Nelson has the Titanic heading due east. I find this improbable, since | |
| the Titanic sank just south of Newfoundland heading for New York City, but | |
| maybe he knows more than I do. :-> | |
| IN THE BLACK BALL | |
| Just wait around a turn or two. You can't do anything. | |
| IN THE LAND | |
| Search around until you find the pyramid. Very little of the Land is open at | |
| this point in the game, and there's no point in trying to explore the mist. I | |
| think if you enter the Land from the Titanic chapter you arrive outside the | |
| Chinese Pagoda. Go in and take a look if you like. The pyramid is E of the | |
| Pagoda. This will take you to the SW corner of the pyramid; to enter the | |
| door, go NE. | |
| Whether you use the Land or the clock to get back to the Monument, you are | |
| always transported to the Disc Room. | |
| BACK AT THE MONUMENT | |
| Back at the Monument, you've got these two pieces, and edge piece and a corner | |
| piece. The corner piece is A1, so turn it until it will fit there. It will | |
| light up with a picture of mould in a petri dish. Turn the edge piece to fit | |
| at B1. It will light up with a picture of an invalid in bed. | |
| It doesn't matter which piece you press next. Here we'll go to A1. | |
| CLARENCE WING | |
| Okay, first open the lower door and go D into the Asthma Lab. Draw the | |
| white mice, then go N to the lab assistant's office. Penicillium? Mould? | |
| Ah! We're here to help Fleming discover penicillin! Get the jar. You can't, | |
| but you will find a note from Black. Go S and U, open the upper door, and | |
| go into Fleming's laboratory. Look under the bench and get the petri dish | |
| you find there. Get the certificate, which dislodges a jigsaw piece. Get it. | |
| Occasionally Fleming will interrupt your nosing about; the first time he does, | |
| he'll leave his heavy suitcase. Put the dish on the suitcase and push the | |
| suitcase E (it's too heavy for you to carry). Wait around until Fleming comes | |
| along, finds the petri dish, and dashes off. You've just solved the temporal | |
| crisis. Wait a bit to take the time window if you didn't opt to take the one | |
| on the Titanic. | |
| BACK AT THE MONUMENT | |
| The piece you found at A1 needs to go at C3 (a racing steam locomotive). Do | |
| the take/turn/put routine on it if it doesn't light up the first time you | |
| place it there. Now, on to B1. | |
| TEMPS PERDU | |
| You're in Paris. Ignore the door at 44 Rue Hamelin for now and go north. | |
| You can read the paper if you like. Go N again, into the streets of Paris. | |
| Locals will go by, and the game tells you what direction they go. Go that | |
| way! After several turns of this, you will find a flask of absinthe. Drink | |
| it. You'll have an hallucination of being at a dance party, and Black will | |
| be there. Dance with Black. This ends the hallucination, and somehow you're | |
| back at Avenue Kleber. Now go south twice. See the coin? You can get it | |
| now. Take it and go N, open that intriguing door and go E into it. Give the | |
| coin to the bellboy and get into the lift. Go to the top floor, get the | |
| piece, and down to the Fifth Floor. Exit the lift and go E into the | |
| apartment. Get the tea tray, which turns out to be a puzzle piece. You have | |
| to get it again, because somehow in getting it, you dropped it. Also get the | |
| madeleine (which can also be referred to as "cake"). Get back to the lift and | |
| down to the street. | |
| Go S and W to the Maison du The. You'll see a forgotten bowl of jasmine tea. | |
| Dip the madeleine in it and eat it. You'll have yet another dreamy sequence. | |
| This time you need to swing the pendulum, and you're back at the Maison du | |
| The. See that paperole that was on the clock? It's on the floor now. Take | |
| it and go back to the fifth floor apartment. Drop the paperole, and you've | |
| solved the temporal crisis (restoring the crucial final passage to Proust's | |
| last work). There are no animals here to sketch. | |
| Hang around a turn or two if you want to take advantage of the time window. | |
| You'll start to notice that every time you return to the Land, there's more | |
| of it. The Land is a 4x4 grid of sections...and so is the puzzle. Every time | |
| you place a jigzaw piece in the correct place, the corresponding section of the | |
| Land coalesces from the mists. | |
| BACK AT THE MONUMENT | |
| Okay, now you've got two more pieces. The edge piece goes to B4 (the Snow | |
| lands), and the centre piece goes to B2 (Kitty Hawk and the Wright Flyer). | |
| But for now, let's go to the train at C3. | |
| LENIN'S TRAIN | |
| You're on the train Lenin took when he returned to Russia. Go E, wear the | |
| uniform, open the trunk and search it, then go back to the corridor and unlock | |
| the west compartment door with the little key you found. Open it, enter, | |
| there's a man tied up here! But don't free him, or you end up getting shot | |
| during the October Revolution. Search him instead, which makes him furious, | |
| but you need that permit. Out to the corridor again, go S into the soldier's | |
| compartment. Be polite! Ask them for a piece of pashka. They'll obligingly | |
| tell you to have it. Take it and go N twice to Lenin's compartment. Lenin | |
| himself is here, but he's not paying attention to anyone. Go NE. There's an | |
| engaging little boy here, and a piece of paper which you need. Give the | |
| pashka to the boy, and he'll let you have the paper. Take it and give it to | |
| Lenin, who will sign it. | |
| Now take your chit and go NW. You'll be in line for the smoking room. Wait | |
| until you get in. You've got barely enough turns to accomplish what you need | |
| to do here. Look under the bunk, open the vent, get the tray (which turns out | |
| to be a puzzle piece), and put it in the vent. No, it's not gone forever. | |
| Go S before the other passengers kick you out. | |
| Now go NE again and N to the back end of the train. There's a bomb here! Get | |
| it and throw it. You've just saved Lenin's life so he can start the Bolshevik | |
| Revolution, more's the pity. Get the piece, too. Now you can either go back | |
| S once to advantage of the time window, or use the clock to get back to the | |
| Monument. There are no animals here to sketch. | |
| At this point, I have a theory as to your gender. Since you're able to | |
| plausibly wear the British Army uniform, my guess is that your gender is | |
| supposed to be male, making Black female (you'll find out later in the game | |
| that you are definitely opposite genders). Don't let your 1990's liberated | |
| sensibilities trip you up here - in 1917, it was improbably to find any female | |
| British Army officers! | |
| BACK AT THE MONUMENT | |
| The piece from Lenin's train goes at A2. Let's go there. | |
| ABBEY ROAD | |
| Not much to do here. You peer in the window and take a look at four scruffy | |
| young men...yes, the Beatles. Black is here. Wait around. Black will start | |
| humming loudly, presumably to throw the Beatles off. The only way to restore | |
| the quiet they need is to kiss Black. Graham Nelson has a little romance in | |
| him! Hang around for the time window or use the clock. There are no puzzle | |
| pieces here, and no animals to sketch. | |
| BACK AT THE MONUMENT | |
| Where to next? Let's do the pieces you acquired in Paris next. Press B2 this | |
| time. | |
| KITTY HAWK - THE FLYER | |
| There's a paper dart here. Pick it up and throw it a few times. Notice what | |
| happens? Now go D to the railing. The Wright brothers are using this railing | |
| to get their Flyer off the ground. Examine the crowd and draw the Yorkshire | |
| terrier. Go E and get the bread and the anemometer. Go E again into the | |
| machine shop. There's a mandolin here. Take it and play it. Play it again. | |
| You're getting better! Play it until you can play Vivaldi. Now go E into | |
| the kitchen. There's a mousetrap here! Put some bread into the trap, wait | |
| until the mouse comes by. You might have to wait a while before the mouse | |
| actually pauses to inspect the trap. Immediately sketch the mouse. Now | |
| go W and up into the loft bedroom. Get the cap. You don't need it, but now | |
| you can see the box of mosquito powder, which you do need. Take it and go | |
| back down. Go W to the hangar and N. You'll be at the bottom of the hill. | |
| The reason why the Flyer keeps landing so quickly is because the windspeed | |
| goes up and down in cycles (you can verify this with the anemometer), and | |
| they're missing the peak. Wait there until Orville lands and play the | |
| mandolin for him two times in a row. He'll like it and stick around. Then | |
| wait, and the Flyer should fly this time. *Now* you can get near the Flyer, | |
| because everyone has raced off to town to telegraph the world. Examine it; | |
| there's a loose square on the aileron. Get it - it's a puzzle piece! | |
| Unfortunately, you get caught in the wires and they have to extricate you, but | |
| they don't care at this point. You end up on the beach. There's a bottle | |
| bobbing in the waves. Wait until it's almost to hand, and get it. There's | |
| a message from Black in it. | |
| Now go back to the machine shop. Shake the mosquito powder and examine the | |
| heater. See the little holes? Put bread in them. If you hadn't shaken the | |
| mosquito powder, the mouse would come along and steal the bread. The powder | |
| repels it. The heater will explode, and you can get the lid, which turns out | |
| to be another puzzle piece. | |
| The time window does show up here, but not in the machine shop. I *think* it | |
| opens at the beach (look around for it if you like - but be warned that it | |
| only exists for about 2-3 turns). If you don't want to fool with that, take | |
| the clock back to the Monument. You should have drawn two animals here. | |
| BACK AT THE MONUMENT | |
| Okay, the centre piece from the Flyer is B3 (Ghost Plane), and the creased | |
| edge piece from the heater is D3 (Cabbages). But we're still working on the | |
| pieces we got from Paris, so let's press B4 this time. | |
| IN THE WILDERNESS | |
| Something's gone a little wrong. You're in a white place. Black is there, | |
| confused, and asks you if you can see ahead. It doesn't matter what you do or | |
| say. The whiteness resolves on the next turn into a cold whiteness, and | |
| you're in the Snowlands. | |
| SNOWLANDS | |
| Sketch the snow goose, and go E until you run into the snow leopard. Don't | |
| worry; it won't hurt you. Just draw it and head back W until you're either | |
| back at Tundra with the snow goose or the Copse of Fir Trees. If you end up | |
| at the Copse, go SW into the shed, get the grain and the broom and NE again, | |
| and E to the Tundra. If you end up in the Tundra, go E to the Copse (might | |
| as well examine the nest while you're there) and get the broom and the handful | |
| of grain from the shed. If you end up in the Snowy Basin, go U to the Tundra, | |
| E to the Copse, etc. | |
| Now go U. Get the coil of cable on this crag and go D twice to the Snowy | |
| Basin. Sweep the snow. Yes, sweep the snow. You uncover a disc around a | |
| ten foot shaft. Examine the disc and you find a ring attached to it. Tie | |
| the cable to the ring and go D. | |
| Wonder of wonders, there's a US missile here. You weren't in Siberia after | |
| all! Examine it; you'll find a hatch. Open the hatch and go inside. You | |
| don't have much time now - the missile just started vibrating. Press the | |
| green button (releases a puzzle piece from the hatch) and the blue button | |
| (solves the temporal crisis). Out, get the piece, and up. Quickly. If you | |
| hang around you will die. Also quickly untie the coil of cable from the ring | |
| before the missile fires and the silo shuts on it; you'll need it once more. | |
| Go up and give the handful to the goose by *dropping it on the ground* (this | |
| will keep her busy while you plunder her nest), then W to the Copse. Throw | |
| the cable at the nest and pull the cable *twice*. You'll get the puzzle | |
| piece; be sure to pick it up! | |
| Doing things in this order is more efficient (having been informed by email | |
| and after trying this order myself). However, you probably won't be able to | |
| take advantage of the time window this way, since it opens shortly after the | |
| missile fires. (The time window opens shortly after the temporal crisis is | |
| solved, regardless of whether or not you have all the puzzle pieces to be | |
| found.) | |
| You should have found two pieces and drawn two animals in this chapter. | |
| BACK AT THE MONUMENT | |
| Okay! The corner piece from the nest goes at D4 (Barge), and the edge piece | |
| from the missile goes at C4 (Moon). Let's do the pieces from Kitty Hawk. | |
| These are the hardest puzzles in the game, in my opinion. Let's do B3 now. | |
| GHOST PLANE | |
| Time is precious here. Go N to the cockpit. There's a control panel with | |
| buttons and dials, and the engine fire light is on. Press CUTENG/L (cut left | |
| engine), and the fire will go out. But now you're running out of fuel. Sit | |
| in the navigator's chair and turn on the radio. Immediately get up and press | |
| AUT/P (autopilot). Now scamper S twice to the Fusilage Ring, and go W to | |
| the west bomb bay. Examine the hole, then examine the control there. It says | |
| RES/F (reserve fuel). Press it. **PHEW** Now you've got lots of time. Go | |
| back to the Fusilage Ring, put everything in your sack and drop it. Examine | |
| the locker and get the safe (you can't carry the safe and *anything* else). | |
| Take the safe E to the east bomb bay and drop it. Now you've got some waiting | |
| to do. This is a long chapter, so turn the alarm off on your clock. | |
| Get your sack and go back to the cockpit. If you like you can go D and | |
| examine and clean and read the pinup there, but you don't want to do what it | |
| says. What you need to do now is lower the plane. Push the control column | |
| forward until you're at about 760 feet. Wait. Wait some more. When you | |
| get to about 20% fuel, start paying attention. A few turns later (pay | |
| attention!) forest will be rushing under you. Press LOWER/U *now*. This | |
| lowers the landing gear. As soon as you do that, you'll see a landing strip. | |
| Type "land" to land the plane. | |
| You're very short on time now. Immediately press REL/B. You'll here a clank. | |
| Exit. The game will tell you that you won't be able to get back in the plane. | |
| You want to exit anyway, so type exit again (or "g" to repeat your previous | |
| exit command). Immediately go E. Examine the parachute you find here - there | |
| will be a little gadget in it. Immediately go W and put the gadget on the | |
| safe. This will unlock it. Open it and get the folder and the shelf (which | |
| turns out to be a puzzle piece.) You don't need the folder, but it makes for | |
| interesting reading later, so go ahead and get that. Put all in your sack to | |
| expedite things later, and let yourself get captured. | |
| An alternative way to do this, I have been informed, is to put the safe in | |
| your sack. You're able to carry it this way. (Graham Nelson could fix this | |
| minor bug in any subsequent release, so be sure to save before you try it.) | |
| If this works, all you need to do is search the parachute to get the gadget, | |
| put it in your sack, and unlock the safe when you're back in the Monument. | |
| If you are playing Release 1, there's another bug to be aware of - if you are | |
| still wearing the British Army uniform when you get captured, the Russians | |
| remove it, but it's still flagged as being worn. To avoid this, remove it | |
| while you're still on the plane and drop it. This is important in the Enigma | |
| machine chapter. | |
| Captured! Black is here. Black's been under interrogation and is drugged. | |
| Ask Black anything and you'll get the same reply. Read the folder if you like. | |
| Within a few turns, a wind will blow the door open. No time to lose! Go N, | |
| get your sack, back S, and the air currents will be disturbed! Press the | |
| button on the curious device and put Black's drugged body into the ball. The | |
| temporal crisis was Black's presence. This seems to be the only chapter in | |
| which you *must* use the time window to leave. If you don't, you wreck the | |
| course of history. Perhaps this was the author's way of making sure you get | |
| the point for entering the Land? | |
| No animals to be drawn here. | |
| BACK AT THE MONUMENT | |
| The edge piece from the plane is D2 (a lady in a crinoline dress). Now that | |
| you have the gadget, you can open the case in the Monument. Go W, put the | |
| gadget on the case, open it, and get the model, which turns out to be a | |
| puzzle piece. Get the gadget, which has fallen on the floor. It's not | |
| necessary anymore, but it's useful later. The puzzle piece goes at D1 | |
| (parklands with iron gates). | |
| Let's press D3 now, decidedly the most difficult and tedious puzzle in the | |
| game. | |
| FIELDS OF CABBAGES/ENIGMA MACHINE | |
| You're a ghost. You can't go anywhere but in the barn (just type "in"). In | |
| the barn you find Black, busily working away at a strange typewriter. And | |
| Black doesn't seem to be able to see you. No one can! Examine the | |
| typewriter. Notice that three wires are not plugged into the machine. | |
| Examine the paper on the floor and WRITE DOWN WHAT YOU SEE. The two numbers | |
| at the top change with every game. The letters stay constant. They are: | |
| a - g | |
| w - c | |
| v - t | |
| u - j | |
| y - r | |
| You can fly! Take note of the wheels on top of the wardrobe. They're NOT | |
| in the machine. | |
| Okay, got that? Go back out, and fly. You'll bump your head on something | |
| and be back at the Monument. You'll notice that the picture on D3 has | |
| changed to a Victorian country house. Turn off the clock alarm just in case, | |
| and press D3 again. | |
| Now you're in a duck blind. Get the spent cartridge. If you're still wearing | |
| any uniform, remove it now! Then go E into the other part of the blind. | |
| Look in the window and you'll see a mallard to sketch. Get the cap and wear | |
| it. Now go W and N. Yes, you want to get caught. When the corporal asks | |
| you what you are, say either "poacher" or "codebreaker." You'll be taken off | |
| to Hut 31. | |
| Now things are really cooking. You'll see a crate. Open it. The game will | |
| tell you this will break the seal irrevocably. Open it anyway. Remove the | |
| machine from the crate. Now, there's an intercept on the wall. You really | |
| don't have to take it, but you should the first time you play the game just | |
| to see what's going on. Examine the machine, examine the wires. Look in the | |
| crate. There are five wheels, and the machine can only hold three. Remember | |
| the two on top of the wardrobe? Those are the ones you *don't* use. | |
| Get wheel II and put it in the machine. Turn it until it shows the first | |
| number that was on the Wehrmacht paper in the barn. Get wheel IV and set it | |
| to the second number that was on the paper. You don't know what the third | |
| number is, so just get wheel V and put it in the machine. | |
| Now, the wires. When you examined them, you should have gotten basic | |
| instructions. So type "unstecker" to remove all of them. Now, you need the | |
| letter combinations that were on the paper. Type "stecker a to g" and so on | |
| down the list. But you know, there were three wires unplugged from the | |
| machine in the barn, and you only have five wires plugged in. You need to | |
| find the last two combinations. This is tedious, so here they are: d-f, and | |
| p-x. Okay, now pull the lever. This puts the machine into decryption mode, | |
| and you're all set. | |
| Type "type intercept" to keep from having to type in every single letter | |
| every time. If you don't get the message, you have to press the red button, | |
| turn wheel V, and type the intercept again. Do this until you get the | |
| message. When you finally do (and it can take up to 10 tries, since each | |
| wheel has ten positions and you don't know what setting to use for wheel V), | |
| you get imprisoned. Not to worry, you still have you're possessions, and a | |
| time window opens up within a few turns. | |
| BACK AT THE MONUMENT | |
| **PHEW** The two hardest puzzles are over. Now let's go to the moon to | |
| collect the last puzzle piece. Set your clock and press C4. | |
| MOON | |
| You're in a tiny cabin in a lunar module in orbit around the moon. Black is | |
| here (surprise, surprise). Get the atlas you see here. Examine the | |
| surroundings and wait until Black mutters something about Littrow, and | |
| look that up in the atlas ("look up littrow in atlas"). The coordinates for | |
| Littrow aren't what Black muttered! Quick, show the atlas to Black, who now | |
| can correct the Othello's course and land in the right place. BTW, it's a | |
| bit of useful info to ask Black about the astronauts. The Apollo 17 | |
| astronauts didn't die! Black wants to save them too, so this time you're | |
| working *with* Black instead of *against* Black. Nothing to do now until the | |
| Othello lands. This is a longish chapter, so turn off the alarm on the clock. | |
| Now, go D to go outside. Get in the lunar rover, turn the joystick on, and | |
| go S. Get the gnomon. Now go N three times to Emory Crater and get the Green | |
| Clod. Go N once to the Apollo 17, N once more to the North Massif and get the | |
| sunshade. Go E to Station 6 Rock, get out of the rover and climb the boulder. | |
| A pod! Open it with the gnomon to find Waldo and his rather terse instruction | |
| sheet. Now get Waldo and the paper and head back for the rover. Head S to | |
| Apollo 17 and W to find out why you're here. There's a Pu238 rod here that's | |
| got a crack in it. Wrap it with the sunshade. You can pick up the rod if you | |
| have both hands free, but you can't open the reactor. Hmm. There's a plug on | |
| the end of the cable leading out of the door of the reactor, and there's a | |
| socket on Waldo. But first, you need to do a little bit more exploring. | |
| Go W twice. SW, you can see the genuine astronauts' rover. Best not let | |
| your own rover be seen. So get out, and go SW. Examine their rover. Gee, | |
| I wonder what that makeshift fender is made of? But how do you get it? Ah! | |
| Waldo! Head back for the Othello, where Black will make a fuss about Waldo. | |
| There, you need to program Waldo. You can't do that outside, because the | |
| gloves make your fingers too thick. The commands are on the paper, but you | |
| also need to add a bit of info: how many *times* Waldo is to execute the | |
| command. And you can only give Waldo eight commands, too. So after much | |
| figuring, you find out that RTURN and LTURN make Waldo turn only 45 degrees | |
| each time. Also, the crater the astronauts currently occupy is roughly | |
| square, and they're in the SW corner while you come in at the NE corner. Some | |
| onsite experimentation, and you find that each FORWARD command advances Waldo | |
| only halfway along the crater's rim. So you come up with this program: | |
| type FORWARD 2 (takes Waldo along the eastern rim to SE corner) | |
| type RTURN 2 (turns Waldo west) | |
| type FORWARD 2 (takes Waldo along the southern rim to SW corner) | |
| type RTURN 2 (turns Waldo north) | |
| type SAMPLE 1 (Waldo grabs the fender/puzzle piece) | |
| type FORWARD 2 (takes Waldo along the western rim to NW corner) | |
| type RTURN 2 (turns Waldo east) | |
| type FORWARD 2 (takes Waldo along northern rim and back to you) | |
| Head back to Tortilla Flat (SW of Shorty Crater). Once there, you need to | |
| distract the astronauts so they don't see Waldo. Throw the green clod. | |
| They'll be fascinated with it. Drop Waldo, turn it till it's facing south | |
| ("turn waldo") and push the pink button. If all goes well, you'll have Waldo | |
| and the puzzle piece. | |
| The temporal crisis here is the fuel rod. It's going to kill the astronauts, | |
| and you can't allow that. You discover that you can plug the cable into Waldo | |
| and that if Waldo is programmed to go forward with the cable plugged in, the | |
| reactor door will open. You also discover that you can't remove the cable | |
| from Waldo while it's taut. | |
| You can manage to solve this with the program currently in Waldo. Put Waldo | |
| down, plug in the cable, make sure there's nothing in your hands, push the | |
| button, get the fuel rod, put it in the reactor when the door opens. Waldo | |
| will trundle around on the end of the cable for a bunch of turns, then | |
| eventually come back so that the reactor door closes. Pick Waldo up at this | |
| point, causing it to abort its program. | |
| Getting the rod into the reactor solves the crisis. Back at the Othello, | |
| leave Waldo in the rover (so you don't end up having the game ask you which | |
| button you want to press, the pink hexagonal one or the white button on the | |
| curious device) and go up into the module. Black will want to take a walk. | |
| Use the time window or the clock to get back to the Monument. | |
| Obviously, there are no animals to draw here. | |
| BACK AT THE MONUMENT | |
| The piece from the moon goes at A3. The board should be complete now! Let's | |
| see, what's next....Let's go to Berlin. Fire up the clock and press A3. | |
| BERLIN | |
| You're in East Berlin. Depressing place. It's 1989, the year the Wall came | |
| down. You wonder why you're here... | |
| To the east is a hoarding; it just tells you what year it is. Go W to Near | |
| the Brandenburg Gate, then N to the alley and N again to the river. Get the | |
| rope you find there. Then back S to the alley. There are hares in no man's | |
| land. You try to draw them, but you get stopped. How to draw them? This | |
| is risky. Climb the fence, go SW, draw the hare, go SE, climb the fence, and | |
| you're (sort of) safe. **PHEW** Now head S, and S again to the apartment. | |
| Enter the apartment, go up, and get the purse you find there. Open it and | |
| take the fifty Ost-mark note and the key. Then back down to the street. Head | |
| east to Checkpoint Charlie and examine the blockhouse to the south. Black! | |
| You can hang around and watch what happens when Black makes the crossing. Is | |
| this victory? You don't feel like it is.... | |
| You head north from here and find a Skoda. The cyrillic-lettered key goes to | |
| it. Unlock the Skoda, open it, get in, turn it on, and go north. A man will | |
| ask to clean your windows; give him the fifty. He'll toss in a note. Uh-oh, | |
| you have to thwart Black this time. Black thinks the Wall mustn't come down | |
| until 1991, and you know that's not right. You're at Unter Den Linden, where | |
| the hoarding is; go W twice and S back to the decrepit apartment building. | |
| Leave the engine running and get out of the Skoda. What I didn't tell you is | |
| that in your explorations of the apartment, you searched that masonry that's | |
| all over the floor and discovered a trap door leading down. Go down now, and | |
| DON'T GO WEST. Go into that little crevice SW. Tie the rope to the telephone | |
| cables. Then go up (through the manhole) and you'll see the underside of the | |
| car. Tie the rope to the Skoda. Now go back outside, get in the Skoda and | |
| drive it any direction you like. This solves the temporal crisis. You end up back | |
| on the precarious balcony of the apartment, and a time window opens. You | |
| should have drawn one animal here. | |
| BACK AT THE MONUMENT | |
| Now, what haven't we done? Fire up the clock and press D2. | |
| SUFFRAGETTES | |
| My, you've landed in London, with women demonstrating for the right to vote. | |
| Go down from here, you'll find Black with a petrol bomb (a "bloody great | |
| petrol bomb": a Molotov cocktail). EEK! What to do? Head SW. At the | |
| fountain, you see this nightingale, which is being difficult. Get the | |
| newspaper (you need it) and put the cornbread or the madeleine in the | |
| fountain. The nightingale will come down to eat it and you can sketch it. | |
| That done, go SW again. There's a bobby here with some intriguing handcuffs | |
| hanging loosely in his back pocket. Throw the newspaper at the handcuffs, | |
| and the cuffs will fall and the bobby will run off. Get the cuffs and head | |
| back NE twice to Black. Well, you've got to stop Black somehow. You cuff | |
| Black to the fence. So much for budding romance? **SIGH** Wait around at | |
| the fountain for the time window or use the clock. | |
| BACK AT THE MONUMENT | |
| Just a couple more pieces left. But you can't get into the park in D1; the | |
| old man just says, "Not yet, I think." So you go to D4, the Barges. | |
| EGYPT | |
| What a revolting hotel room. Still, it could be worse. The door to the north | |
| doesn't want to open. You have to break it. It wasn't locked; it was jammed. | |
| Go N, look around, and go NE to the bathroom. Take the soap (reluctantly). | |
| Back to the room. Open the shutters and an annoying mosquito gets in. If you | |
| let it bite you, you will die. But you can catch it with the soap, and then | |
| you can draw it. | |
| Wait around a bit, and a hook with attached rope conveniently gets thrown on | |
| the window. Now you can go down. Get on the barge. Ummm, Black hasn't | |
| forgotten about the handcuffs.... | |
| Down in the barge, look around. Examine the cans. Examine Black. Wait till | |
| Black offers you the signed paper. Then examine the deck. Oh my! You save | |
| both your lives and destroy the paper, which solves the temporal crisis. | |
| Black isn't exactly happy about it. Open that strongbox you found in the | |
| cans with the gadget. The gadget will mollify Black a bit. Examine the | |
| passport and the document in the strongbox for some info. Black is sitting | |
| there scared and weary, and shivering even though it isn't cold. Maybe Black | |
| has malaria or something. The blankets aren't takable. I like to think you | |
| do this out of concern, but you hug or kiss Black (either works). Ahem. | |
| Next morning, you get a time window. You need to use the device on this one, | |
| so Black can leave. Black doesn't seem so lethargic upon catching sight of | |
| the black ball. You wonder just how much of the shivering was a ploy. | |
| Take the time window this time. | |
| BACK AT THE MONUMENT | |
| Just one piece left. D1. Fire up the clock and go there. | |
| ENDGAME | |
| You can go north through the gates this time. On the other side, the man | |
| tells you a few things. You can ask about Black and about the puzzle. It | |
| seems that what you have to do is destroy the Kaldecki Machine (which is the | |
| pyramid). Ask the gatekeeper about the amulet he's wearing, then ask *for* | |
| the amulet. He'll give it to you. Head east from the Hinge. You'll be back | |
| in.... | |
| THE LIVING LAND | |
| The Land is teeming with life now. There's a pterodactyl overhead! Don't | |
| be afraid. Do draw it, though. Go E and get the rod. If you've played | |
| Colossal Cave, you'll have a notion of what to do with it. Go N and sketch | |
| the apes. Go W to the Pagoda, enter it and get the cage. Then go E twice | |
| to the SE corner of the pyramid and wave the rod. Tada! North across the | |
| bridge, then east. Pick up the grenade (do NOT go into the Toll Booth - you | |
| WILL die). Ah! A way to destroy the pyramid! But oh dear! You noticed | |
| before that you can't get into the pyramid. Well, you remember that there's a | |
| river running *under* the pyramid. Maybe the river can carry it in? So you | |
| head west to try this. | |
| And the pterodactyl swoops down and grabs the grenade from you. Dratted | |
| creature. You can solve this, though. Go north to the scree fall. Wait | |
| until a large rock falls down and knocks you over. Go S immediately, then | |
| N again and get all, and S again before you get killed. Now you've got this | |
| lovely white rock. Go W, drop the rock, get it again, and the pterodactyl | |
| will swoop down, deposit the grenade in a woodpecker's nest, and grab the | |
| white rock. Great. Now the grenade is WAY UP THERE. You try climbing the | |
| tree, but that doesn't work. You can't. You get mad and shake the tree. The | |
| woodpecker lets you do this now, because it's too busy pecking at the grenade. | |
| TIMBER! The tree falls with a crash across the river, and the grenade lands | |
| on the other side. Sketch the woodpecker. | |
| One more thing you should do now is go W. You'll startle a rabbit, which is | |
| particularly afraid of the black rod. Drop the rod *here* and go E twice. | |
| The rabbit runs off back W, but doesn't go all the way back because it sees | |
| the rod. Follow it W, and it will scamper south across the tree. Go retrieve | |
| your rod and head south to the apes. | |
| The bunny is content here, and now you can sketch it. The apes have your | |
| grenade, unfortunately. Try as you might, you can't get it from them. But | |
| they like to *ape* you, don't they? You try throwing the rod. They throw | |
| the grenade, but snatch it back before you can get it. So you throw the rod | |
| at the rabbit. Pay dirt! The grenade goes bouncing off to the east. Get the | |
| rod and head east twice after it. | |
| Hmm. It's in the web of a two-foot spider, and you can't get it. Well, you | |
| can draw the spider, so do that. What to do? Well, go back and get the | |
| woodpecker. You need the rod, which attracts the woodpecker to you. You can | |
| put the woodpecker in the cage. Head quickly back to the spider's web with | |
| the woodpecker, which is doing a number on the wicker cage. Open the cage. | |
| The woodpecker flies out, and the spider makes a grab for it. The spider | |
| fails, but it also shakes the grenade loose from the web. Wonderful! You | |
| get it. | |
| Oh no! It's stuck to your hand! Pull the pin and you're history. So you | |
| try washing the grenade. Just what it needed - the solvents in the polluted | |
| river take the glue right off. Pant pant. | |
| There's one more thing you need to do before you destroy the pyramid. This is | |
| why you have the amulet. Visit each corner of the Land (NE, NW, SE, SW) and | |
| rub the amulet. At one of the corners, the great rock balanced there will | |
| spin and throw out a gem for you. It's random each game which corner gives | |
| you a gem, and you only get one. There's no point visiting the remaining | |
| corners once you have the gem. | |
| Various portions of the land have historic connotations. The Toll Booth is | |
| War. The Pagoda is Art. I haven't made an effort to figure out all of them, | |
| but your guess is as good as mine. If you're really curious, ask on | |
| rec.games.int-fiction. | |
| Now, go back to NW of the pyramid, pull the pin, and throw the grenade into | |
| the river. The grenade gets washed under the pyramid and goes off. | |
| Everything dissolves.... | |
| TURN OF THE CENTURY | |
| You're back at Century Park...on New Year's Day, 1900! Children are gathered | |
| around a table to the NW. Go there. There's a drawing competition. Give | |
| Emily's book to Reverend Toby. He loves the drawings, but too late to enter | |
| the competition, so he gives you a consolation prize of a Teddy Bear. I've | |
| already commented that you must have 4 or more drawings in the book. If you | |
| don't, go back to a previous save, and draw as many animals in the Living Land | |
| as you need, because you *must* have the Teddy Bear to win the game. | |
| One more thing to do. Go SE and E. It's not a beer tent this time, but an | |
| exhibition of futuristic models. You see that intriguing figure in black... | |
| Go back W to Century Park, and yes, Black is there. There's not much you can | |
| do. You've foiled Black at every turn and destroyed the Kaldecki Machine, | |
| stranding the both of you in the past. What can you do? So you give Black | |
| the Teddy Bear. | |
| And you've won! Black accepts the Teddy Bear, and the two of you go off to | |
| live the 20th century together. The gem you collected in the Living Land | |
| ensures that it's a comfortable life, too. | |
| You should have 100 points out of 100, 16/16 on the drawing game, and a nice | |
| gem to make your life together comfortable. | |
| Cheers! | |
| bonni | |
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