| ------------------------------------------------------------------------ | |
| JIGSAW by Graham Nelson | |
| Solution and Walkthrough | |
| Gareth Rees, July 1995 | |
| ------------------------------------------------------------------------ | |
| PROLOGUE: CENTURY PARK | |
| ---------------------- | |
| The prologue to "Jigsaw", like the prologue to "Adventure", is a matter | |
| of collecting equipment and finding your way into the rest of the game. | |
| But it's not just an object-finding exercise, it's a matter of | |
| collecting the major themes of the game: is it the end of the twentieth | |
| century, and the game will explore the whole of twentieth-century | |
| history; there are fifteen minutes to go before midnight, and each | |
| remaining minute corresponds to one of the fifteen remaining episodes in | |
| the game; and you get to see the traces left by Grad Kaldecki and the | |
| stranger in black (who you will be trailing after for the rest of the | |
| game). But enough fore-shadowing, on with the game. First is a light | |
| source... | |
| east | |
| get sparkler | |
| south | |
| ... and a clue to a hidden location behind the tent. | |
| west | |
| get jigsaw piece | |
| southeast | |
| get rucksack | |
| examine crate | |
| get key,device | |
| examine rucksack | |
| examine key | |
| examine device | |
| The description of the rucksack is an allusion to "Curses", hinting that | |
| the protagonist of "Jigsaw" is the same as the Meldrew heir in Graham's | |
| earlier game (though nothing else is made of this hint). The | |
| significance of marking "A.4" will become apparent later. It is not a | |
| coincidence that the reading "99" on the curious device is the same as | |
| the last two digits of the current year. The inscription "tempora | |
| mutantur, nos et mutamur in illis" means "times change, and we change | |
| with the times". | |
| northwest | |
| northeast | |
| east | |
| examine statue | |
| Grad Kaldecki's motto "felix qui potuit rerum cognoscere causas" means | |
| "happy is he who is able to know the cause of things. Ironic, because | |
| one of the morals of "Jigsaw" is that causes are very uncertain things | |
| indeed. | |
| east | |
| open stool | |
| get sketch book | |
| look under stool | |
| get pencil | |
| west | |
| west | |
| sketch nightjar | |
| The significance of the sketchbook won't become apparent until the very | |
| end of the game. But for now, all you need to know is that sketching | |
| animals is a useful thing to do. | |
| southwest | |
| west | |
| up | |
| light fuse | |
| down | |
| enter pyramid | |
| south | |
| examine case | |
| open case | |
| Leave the case for later. You appear to be trapped inside the pyramid, | |
| so let's hope you've done everything from the prologue. | |
| east | |
| look under table | |
| get jigsaw piece | |
| examine it | |
| examine table | |
| clean table | |
| examine board | |
| Now some of the mysteries are reasonably clear: the game is going to | |
| involve a jigsaw-piece-collecting exercise, with the end of the game on | |
| completion of the jigsaw. The marking "A.4" on the crate suggests that | |
| the corner piece goes at location a4 (you may have to "turn corner | |
| piece" a few times to get it the right way round), and the pencilled | |
| "Southwest?" on the centre piece suggests it goes southwest of the centre, | |
| namely at c2 (again, you may have to try it in several orientations | |
| before it fits). Luckily, the board itself tells you when a piece fits. | |
| Note that the status line has changed; the mysterious numbers are your | |
| score, the number of jigsaw pieces successfully entered into the board, | |
| and the number of turns so far. | |
| [put corner piece at a4] | |
| [put centre piece at c2] | |
| get clock | |
| turn hand to 59 | |
| The pyramid and jigsaw turn out to be a baroque time machine, and the | |
| clock is the device for controlling it. You are advised to experiment | |
| for yourself, but in summary: turning the clock's hand lights up the | |
| board; if the alarm is on and the clock reaches 0, then you are | |
| transported back to the pyramid from whatever time zone you are in. So, | |
| off you go: | |
| press a4 | |
| press c2 | |
| CHAPTER 1: RICOCHET | |
| ------------------- | |
| examine device | |
| examine street | |
| examine cafe | |
| It's June 1914, and you're in Sarajevo. What could be more ominous? | |
| And then Black enters. Black is a strange character, partly villain, | |
| and partly love-interest. You'll find as you progress, that you are | |
| doomed to trail around history in Black's wake, fixing the problems left | |
| behind. But you had better be polite to start with. | |
| shake hands | |
| examine black | |
| z.z | |
| say no to black | |
| unlock dresser with key | |
| open dresser | |
| get jigsaw piece from dresser | |
| sketch horses | |
| ask black about sarajevo | |
| ask black about kaldecki | |
| ask black about archduke | |
| examine rifle | |
| turn safety off | |
| ask black about pyramid | |
| examine student | |
| z.z.z.z.z | |
| Black's plan is to assassinate the student, thus preventing World War I. | |
| Might that not be a good thing? Millions of men died in savage and | |
| futile battles in the fields of northern France. But it turns out that | |
| you have no choice here: you must preserve the course of your own | |
| history, regardless of how bloody, brutal and senseless it is. This | |
| attitude to history is a strange one: on the one hand history is so | |
| fragile and contingent that the slightest push can topple it into chaos, | |
| and on the other, there is only one true version of history that must be | |
| preserved at all costs. | |
| shoot archduke | |
| z.z.z.z.z | |
| The deed is done, history is safe, and you have a plot and some clues. | |
| Black intends to improve history; you know however that this cannot | |
| work. When a crisis in history has been resolved, a "cloud of disturbed | |
| air" appears, and with the aid of the curious device it is possible to | |
| condense this cloud into a time window (the black sphere) and enter a | |
| mysterious realm called "the Land". But without the device, you cannot | |
| go there yet, and must resort to the clock. | |
| turn clock to 1 | |
| wait | |
| examine disc | |
| northwest | |
| get curious device | |
| [put the edge piece at c1] | |
| turn clock off | |
| turn clock to 59 | |
| press c1 | |
| CHAPTER 2: ICY CALM | |
| ------------------- | |
| get times, note | |
| read times | |
| read note | |
| southwest | |
| north | |
| You turned the clock off because you'll be spending more than an hour in | |
| this time zone. The note is addressed to "White", which must be you | |
| (the good one, as opposed to the villain Black). Where are you? It is | |
| 1912, you are on an ocean liner, the notepaper is "White Star Line", and | |
| you have just collided with an iceberg. Could it be that you are on | |
| board the H.M.S. Titanic? | |
| south | |
| east | |
| up | |
| read notice | |
| west | |
| get jacket | |
| wear jacket | |
| east | |
| down | |
| west | |
| south | |
| west | |
| north | |
| open box | |
| get syrup | |
| west | |
| The Titanic appears to be sinking as expected, despite the calm of the | |
| passengers and crew. How could the course of history be affected? If | |
| you wait near Benjamin Guggenheim (disguised as an officer), you will | |
| eventually receive a secret letter to deliver. But of course, you'll be | |
| leaving the ship by time-travel, not by lifeboats, so you'd better find | |
| someone to act as courier for you. | |
| [repeatedly wait until Guggenheim gives you the letter] | |
| examine secret letter | |
| west | |
| examine ouija board | |
| say hello to miss shutes | |
| give secret letter to miss shutes | |
| look | |
| get jigsaw piece | |
| The jigsaw piece must be very big to have passed as a ouija board! The | |
| clue here is that anything square and coloured white or grey is probably | |
| a jigsaw piece, so you had better be on the lookout. Now you need to | |
| find your way into Black's cabin: | |
| east | |
| east | |
| up | |
| move chairs | |
| get boy's book | |
| read boy's book | |
| again | |
| get door key | |
| down | |
| south | |
| east | |
| north | |
| east | |
| remove jacket | |
| east | |
| say hello to captain smith | |
| ask captain smith about titanic | |
| ask captain smith about lifeboats | |
| unlock door with door key | |
| open door | |
| east | |
| get long barrelled key | |
| look under wardrobe | |
| read second note | |
| examine kaldecki detector | |
| spin it | |
| The Kaldecki detector is a device that detects jigsaw pieces; it rings | |
| the bell when you haven't found all the jigsaw pieces in the time zone. | |
| Luckily, the missing piece is close at hand: | |
| open window | |
| get jigsaw piece | |
| spin kaldecki detector | |
| So there are no more to find here. What about that towel you saw the | |
| stewardess take away, the one with all the mathematics on it? | |
| west | |
| stewardess, give me the towel | |
| examine towel | |
| The towel tells you when and where the time window will open. Remember | |
| this information. Now you must make sure that the secret letter gets to | |
| safety by ensuring that the S.S. Carpathia is around to pick up the | |
| lifeboats. Recall from reading the "Boy's Book of the Sea" that the | |
| distress prosign is CQD (actually, by the voyage of the Titanic, the | |
| International Maritime Convention had agreed on the new prosign SOS - | |
| but the radio operator on the Titanic sent both). | |
| west | |
| up | |
| unlock door with long key | |
| open door | |
| wear jacket | |
| east | |
| examine charts | |
| dah.dit.dah.dit | |
| dah.dah.dit.dah | |
| dah.dit.dit | |
| You have now saved history from disaster. If you want to visit the Land | |
| now, then go to the place written on the towel, wait for the right time | |
| (just before the ship sinks) and activate the curious device. However, | |
| there'll be plenty of time to visit the Land later in the game, so you | |
| can escape using the clock instead: | |
| turn clock on | |
| turn clock to 1 | |
| wait | |
| northwest | |
| [put the edge piece at b1] | |
| [put the corner piece at a1] | |
| turn clock off | |
| turn clock to 59 | |
| press a1 | |
| CHAPTER 3: AND ONE PERCENT LUCK | |
| ------------------------------- | |
| Actually, there's no particular reason to choose A1 rather than B1; | |
| Jigsaw has few dependencies between its time zones, so you have a lot of | |
| freedom about which order to visit them in. This solution chooses one | |
| ordering; there's no reason why you shouldn't choose a different one. | |
| It's a good idea to spin the Kaldecki detector at the start of a time | |
| zone to see if you need to search for jigsaw pieces, and to spin it | |
| after you pick up each jigsaw piece to see if there are any more. | |
| examine device | |
| spin kaldecki detector | |
| open upper door | |
| open lower door | |
| down | |
| sketch mice | |
| north | |
| examine bell jar | |
| look under bell jar | |
| read typed note | |
| It's 1928, and Alexander Fleming is about to discover penicillin. With | |
| your help, that is. | |
| south | |
| east | |
| up | |
| get certificate | |
| get jigsaw piece | |
| spin kaldecki detector | |
| search dishes | |
| get mouldy dish | |
| Fleming should have come in by now and deposited his suitcase (if not, | |
| wait a bit). He doesn't appear to be a very observant man, as he's | |
| missed both you, and the mouldy petri dish. How to bring it to his | |
| attention? He would notice something as large as a suitcase in the | |
| wrong place: | |
| examine suitcase | |
| push suitcase east | |
| put dish on suitcase | |
| [wait until Fleming finds the mouldy dish] | |
| [wait until the disturbed air appears] | |
| press white button | |
| enter black ball | |
| z.z | |
| And now you're in the Land. The Land is a four-by-four grid of | |
| locations, each one corresponding to a square on the jigsaw board. The | |
| locations covered in thick mist correspond to the jigsaw pieces that you | |
| haven't placed in the board yet. There's nothing much to do here at the | |
| moment, though it's mostly harmless to explore (but if you go southeast, | |
| then east three times, you'll regret it). | |
| southeast | |
| southeast | |
| northwest | |
| [put centre piece at c3] | |
| turn clock to 59 | |
| press b1 | |
| CHAPTER 4: TEMPS PERDU | |
| ---------------------- | |
| examine device | |
| spin kaldecki detector | |
| south | |
| get coin | |
| north | |
| north | |
| get figaro | |
| read le figaro | |
| north | |
| It's 1922; Proust is soon to die in Paris, and the manuscript of "A la | |
| Recherche de Temps Perdu", one of the greatest novels of the twentieth | |
| century, is almost finished. (If Proust was searching for his lost | |
| time, what are you and Black searching for?) | |
| Now you are lost in a maze, but fear not! it isn't difficult. Wait for | |
| a while, and you'll see various authentic Parisian characters go past. | |
| Which way are they all going? | |
| [follow the Parisiens until you find the absinthe] | |
| get absinthe | |
| drink absinthe | |
| dance | |
| south | |
| south | |
| get coin | |
| north | |
| open door | |
| east | |
| enter lift | |
| give coin to boy | |
| boy, u.u.u.u | |
| boy, u.u.u.u | |
| get centre piece | |
| spin kaldecki detector | |
| boy, d.d.d | |
| get out | |
| east | |
| read invitation | |
| get madeleine | |
| eat madeleine | |
| get tea tray | |
| get edge piece | |
| spin kaldecki detector | |
| A crucial passage of "A la Recherche" has escaped; clearly you must find | |
| it or else history will be wrecked for lack of it. (Perhaps not every | |
| reader of Jigsaw will have quite such a high regard for Proust's novel | |
| as Mr Nelson clearly has.) | |
| west | |
| enter lift | |
| boy, down | |
| get out | |
| west | |
| south | |
| west | |
| get paperole | |
| drink tea | |
| put madeleine in tea | |
| eat madeleine | |
| swing pendulum | |
| get paperole | |
| drink tea | |
| east | |
| north | |
| east | |
| enter lift | |
| boy, up | |
| get out | |
| east | |
| drop paperole | |
| History is safe, yet again. Note that here is wasn't Black who | |
| interfered, but you, because you were desperate to collect all the | |
| jigsaw pieces. | |
| wait | |
| press white button | |
| enter black ball | |
| z.z | |
| east | |
| southeast | |
| northwest | |
| [put the edge piece at b4] | |
| [put the centre piece at b2] | |
| turn clock to 59 | |
| press c3 | |
| CHAPTER 5: NO COMPROMISE | |
| ------------------------ | |
| examine device | |
| spin kaldecki detector | |
| get pravda | |
| read pravda | |
| It is April 1917. The Russian Revolution is in full swing, Lenin is on | |
| his way to Moscow, and Black plans to delay or stop him. Once again, | |
| the right thing to do is debatable. Stalin killed or exiled millions of | |
| his countrymen; might it not have been better if the Revolution had been | |
| stopped, or diverted? But you have little choice in the matter. | |
| east | |
| get british army uniform | |
| examine trunk | |
| open trunk | |
| search trunk | |
| west | |
| unlock door with little key | |
| open door | |
| No doubt the tied-up British officer is the work of Black. You | |
| shouldn't wear the British army uniform quite yet, because the soldiers | |
| won't talk to you when you're wearing it. Now a couple of get-x-give-x | |
| puzzles follow: | |
| west | |
| examine man | |
| search man | |
| east | |
| south | |
| get pashka | |
| ask soldiers about pashka | |
| get pashka | |
| ask soldiers about lenin | |
| ask soldiers about russia | |
| ask soldiers about train | |
| north | |
| remove sixth officers jacket | |
| wear british army uniform | |
| north | |
| examine lenin | |
| northeast | |
| get blank paper | |
| give pashka to mischa | |
| get blank paper | |
| southwest | |
| give blank paper to lenin | |
| The signed chit give you permission to use the smoking compartment and | |
| have a cigarette. | |
| northwest | |
| z.z.z.z.z | |
| z.z.z.z.z | |
| get tray | |
| You have a jigsaw piece. But it's not so easy to keep it, because if | |
| you leave the smoking compartment carrying it, the angry passengers | |
| relieve you of it (even if you hide it in your backpack). You could of | |
| course escape using the clock, but it's cleverer to find another way of | |
| disposing of it - which incidentally reveals Black's dastardly plan - | |
| and the "lack of ventilation" is a clue. | |
| look under bed | |
| open grille | |
| put jigsaw piece in grille | |
| south | |
| northeast | |
| north | |
| get jigsaw piece | |
| spin kaldecki detector | |
| get bomb | |
| examine bomb | |
| The bomb is clearly the work of Black, but it's not clear in what way | |
| history was supposed to have been changed. But still, it's easy to save | |
| Lenin: | |
| throw bomb from train | |
| south | |
| remove british army uniform | |
| z | |
| press white button | |
| enter ball | |
| z.z | |
| northwest | |
| northwest | |
| [put the edge piece at a2] | |
| turn clock to 59 | |
| press a2 | |
| CHAPTER 6: WISH YOU WERE HERE | |
| ----------------------------- | |
| examine device | |
| spin kaldecki detector | |
| examine window | |
| look through window | |
| examine young men | |
| It is August 1967 and the Beatles are having trouble with their latest | |
| album. Black intends to ruin the fabric of the British musical industry | |
| by planting 1970s progressive rock tunes into the fertile soil of | |
| psychedelic rock-and-roll. Since violence is not an option, there is | |
| clearly only one way of stopping up Black's mouth: | |
| kiss black | |
| z.z.z | |
| press white button | |
| enter ball | |
| z.z | |
| south | |
| southeast | |
| northwest | |
| turn clock to 59 | |
| press b4 | |
| CHAPTER 7: IN THE WILDERNESS | |
| ---------------------------- | |
| wait | |
| examine device | |
| spin kaldecki detector | |
| It's 1975 and we're somewhere in North America: probably Canada or | |
| Alaska. It's in such wildernesses as this that the USA keeps its | |
| nuclear deterrent, pointed across the north pole at the cities and | |
| military bases of the Soviet Union. Black's clearly been up to no good, | |
| but whatever cunning plans were hatched have gone wrong. Perhaps you | |
| can right them? | |
| examine snow goose | |
| sketch snow goose | |
| east | |
| The snow goose isn't the only wild animal around here. If you wander | |
| around in the forest, then eventually a snow leopard will stalk up to | |
| you, and wait around while you draw its portrait (but they don't have | |
| snow leopards in Canada...). | |
| [find the snow leopard] | |
| sketch snow leopard | |
| [find the Tundra again] | |
| up | |
| get cable | |
| down | |
| west | |
| examine nest | |
| The nest is clearly another jigsaw piece. To get it you need to use the | |
| cable, but you also need to distract the snow goose. | |
| southwest | |
| get broom | |
| get seed | |
| northeast | |
| east | |
| drop seed | |
| west | |
| throw cable at nest | |
| pull cable | |
| pull cable | |
| get jigsaw piece | |
| spin kaldecki detector | |
| east | |
| up | |
| get cable | |
| down | |
| down | |
| brush snow | |
| look | |
| tie cable to ring | |
| down | |
| examine missile | |
| open hatch | |
| enter missile | |
| The moral of this episode seems to be that fooling around in time can | |
| create crises where there were none to start with. Is this your fault, | |
| or Black's? But you have a quest to find the jigsaw pieces, so you have | |
| no choice but the create the crisis and then avert it: | |
| press green button | |
| press blue button | |
| out | |
| get jigsaw piece | |
| up | |
| z.z.z.z | |
| z.z.z | |
| press white button | |
| enter ball | |
| z.z | |
| west | |
| southwest | |
| northwest | |
| [put corner piece at d4] | |
| [put edge piece at c4] | |
| turn clock to 59 | |
| press b2 | |
| CHAPTER 8: 59 SECONDS, 852 FEET | |
| ------------------------------- | |
| examine device | |
| spin kaldecki detector | |
| get paper dart | |
| open paper dart | |
| read herald | |
| east | |
| wait | |
| wait | |
| get bottle | |
| west | |
| west | |
| examine flyer | |
| examine crowd | |
| examine dog | |
| sketch dog | |
| In 1903 the Wright brothers made the first powered heavier-than-air | |
| flight. It seems as though Black has decided not to interfere here, but | |
| you still need to help the brothers along a bit, because the aileron | |
| from the "Flyer" is another jigsaw piece, and they're hardly likely to | |
| let you just walk off with a piece of their plane, unless the flight | |
| were a success and they'd all run off to town to telegraph the news. | |
| east | |
| get anemometer | |
| get corn bread | |
| in | |
| get mandolin | |
| play mandolin | |
| again | |
| again | |
| again | |
| out | |
| north | |
| examine anemometer | |
| again | |
| again | |
| again | |
| again | |
| again | |
| The wind speed in Dune Valley varies in a cycle of five turns, and the | |
| brothers try out the flyer once every five turns. Unfortunately, the | |
| two cycles are synchronised so that the brothers launch just one turn | |
| too late to get the strongest headwind. If only you could delay them | |
| for three turns, they'd have a chance. Luckily Orville is fond of music, | |
| so wait until Orville has landed here (now, for example, if you're | |
| following the walkthrough exactly), and then: | |
| play mandolin | |
| again | |
| again | |
| z.z.z.z.z | |
| north | |
| examine flyer | |
| get aileron | |
| spin kaldecki detector | |
| up | |
| in | |
| examine heater | |
| get lid | |
| The second jigsaw piece is the lid of the heater, but it's not easy to | |
| get. If you could put out the fire, perhaps the lid would cool, so maybe | |
| there's a way to stop up the air holes. | |
| put corn bread in air holes | |
| Well, it almost worked. Perhaps you can deal with the mouse. | |
| east | |
| put bread in trap | |
| [wait until the mouse pauses, inspecting the trap] | |
| sketch mouse | |
| But the mouse is quite capable of avoiding the trap. But you can prevent | |
| the mouse from entering the kitchen by finding the evil-smelling | |
| mosquito powder in the attic: | |
| west | |
| up | |
| get book | |
| read it | |
| get cap | |
| get box | |
| examine box | |
| down | |
| shake box | |
| get corn bread | |
| put corn bread in holes | |
| get jigsaw piece | |
| west | |
| west | |
| press white button | |
| enter ball | |
| z.z | |
| southeast | |
| northwest | |
| [put the edge piece at d3] | |
| [put the centre piece at b3] | |
| turn clock to 59 | |
| press c4 | |
| CHAPTER 9: THE HIGH POINT | |
| ------------------------- | |
| examine device | |
| spin kaldecki detector | |
| Now the rules have been changed. Black is not interfering with an event | |
| from the history you know, but from some other history. How can this | |
| be? Perhaps Black is from some alternate present. Might it be | |
| conceivable that Black's present is a disaster, and that Black's clumsy | |
| muddlings in history are an attempt to produce something better? This | |
| would give Black a more honourable motive than seems plausible from what | |
| has happened so far, but on the other hand it's very hard indeed to | |
| believe that our own present is the best of all possible worlds. | |
| get rukl | |
| read rukl | |
| examine black | |
| look up littrow valley in rukl | |
| Black has mixed up the coordinates for Littrow Valley, so you had better | |
| make sure that Black sees the correct ones. | |
| give rukl to black | |
| ask black about astronauts | |
| ask black about disaster | |
| ask black about othello | |
| z.z.z | |
| down | |
| enter rover | |
| turn joystick on | |
| southeast | |
| get gnomon | |
| examine gnomon | |
| As well as being used by astronaut Schmitt, the pun is of course also a | |
| reference to Infocom's game "Trinity" (though that was a different kind | |
| of gnomon). | |
| northwest | |
| north | |
| north | |
| get green clod | |
| examine green clod | |
| north | |
| examine challenger | |
| read plaque | |
| north | |
| get foil | |
| east | |
| climb boulder | |
| examine pod | |
| open pod | |
| press button | |
| The pod has three buttons; coincidentally the gnomon has three legs. | |
| open pod with gnomon | |
| get waldo | |
| examine waldo | |
| The word "Waldo" to refer to a teleoperated device comes from the Robert | |
| Heinlein novel of that name, about a severely physically handicapped | |
| genius who attempted to rule the world by remote control. Waldo was | |
| also the name of one of the teleoperated robots in the Infocom game | |
| "Suspended". | |
| get checklist | |
| read checklist | |
| southwest | |
| enter rover | |
| west | |
| south | |
| west | |
| get out | |
| examine reactor | |
| examine cable | |
| pull cable | |
| open reactor | |
| examine rod | |
| You can't take the fuel rod without dying from radiation poisoning (and | |
| no doubt giving the Apollo 17 astronauts a shock when they find your | |
| body). But you can make it a bit less likely to break by bandaging it: | |
| wrap rod with foil | |
| drop all | |
| get rod | |
| put rod in reactor | |
| drop rod | |
| get all except rod | |
| No doubt you will suffer nasty cancer of the hands in later life from | |
| handling the plutonium rod, but for now you don't seem to be suffering | |
| radiation poisoning. However, you can't hold the rod and open the door | |
| at the same time, so you need some help. Luckily Waldo can come to the | |
| rescue. The puzzles involving Waldo are great fun, and you would do | |
| well to experiment with the robot before coming back to the solution. | |
| You need to be in the "Othello" to program it; simply "type x y", where | |
| "x" is a command (rturn, lturn, forward, sample) and "y" is the number | |
| of times the actions should be repeated. | |
| However, it's a bad idea to solve the reactor puzzle straight away, | |
| because when you do that, the time crisis will be resolved, and Black | |
| will steal your spacesuit, leaving you unable to find the jigsaw piece. | |
| So you should find the jigsaw piece first, and then come back to the | |
| reactor. | |
| enter rover | |
| west | |
| southwest | |
| get out | |
| southwest | |
| examine astronauts | |
| examine rover | |
| The Apollo 17 rover's fender is a jigsaw piece, but you can't approach | |
| it without revealing yourself to the astronauts. Perhaps it's possible | |
| to distract them; since they're looking for interesting geological | |
| samples, perhaps they would appreciate the green clod? | |
| throw green clod at astronauts | |
| Since sound does not travel in vacuum, the astronauts don't hear the | |
| thud of the rock landing. But you still can't approach the rover. | |
| However, Waldo is smaller than the crater rim, so if you can program | |
| Waldo to walk round the crater, get the piece (using its sampling arm) | |
| and return, you could get away without alerting the astronauts to your | |
| presence. | |
| northeast | |
| enter rover | |
| northeast | |
| east | |
| east | |
| south | |
| south | |
| south | |
| get out | |
| up | |
| type forward 2 | |
| type rturn 2 | |
| type forward 2 | |
| type sample 1 | |
| type rturn 4 | |
| type forward 2 | |
| type lturn 2 | |
| type forward 2 | |
| down | |
| enter rover | |
| north | |
| north | |
| north | |
| west | |
| west | |
| southwest | |
| get out | |
| southwest | |
| look | |
| drop waldo | |
| Waldo needs to be facing south for this program to work, so: | |
| turn waldo | |
| again | |
| again | |
| again | |
| press pink button | |
| z.z.z.z | |
| z.z.z.z | |
| z.z.z.z | |
| z.z.z.z.z | |
| get jigsaw piece | |
| Now its safe to go back and solve the reactor puzzle. First you need to | |
| re-program Waldo: | |
| get waldo | |
| northeast | |
| enter rover | |
| northeast | |
| east | |
| east | |
| south | |
| south | |
| south | |
| get out | |
| up | |
| type clear | |
| type forward 2 | |
| down | |
| enter rover | |
| north | |
| north | |
| north | |
| west | |
| get out | |
| drop all | |
| attach cable to waldo | |
| examine waldo | |
| press pink button | |
| get rod | |
| put rod in reactor | |
| unplug cable | |
| Oops. Now Waldo appears to be stuck: you can't pull out the cable | |
| without slamming the reactor door. But Waldo is still programmed, so | |
| you simply turn it round and set it going again. | |
| turn waldo | |
| again | |
| again | |
| again | |
| press button | |
| wait | |
| unplug cable | |
| get all | |
| enter rover | |
| east | |
| south | |
| south | |
| south | |
| get out | |
| up | |
| z.z.z | |
| press white button | |
| It might be interesting at this point to look up all the places you have | |
| been in the lunar atlas. The atlas understands: Bear Mountain, Emory | |
| Crater, Horatio Crater, Lara Crater, Mare Serenitas, North Massif, | |
| Sculptured Hills, Shorty Crater, South Massif, Taurus-Littrow Valley, | |
| Tortilla Flats, Tycho Crater, Velikovsky Crater, Victory Crater, | |
| Vitruvius Mountain, and Wessex Cleft. | |
| enter ball | |
| z.z | |
| west | |
| northwest | |
| northwest | |
| [put edge piece at a3] | |
| turn clock to 59 | |
| press b3 | |
| CHAPTER 10: THE GHOST OF THE B-29 | |
| --------------------------------- | |
| You're on board a B-29 bomber, flying over the north Pacific ocean. | |
| Somehow, the left engine has become damaged (perhaps the bomber was | |
| fired upon, or perhaps it was just an accidental engine failure). The | |
| crew have parachuted out, and taken all the parachutes with them. Your | |
| only hope is to land the plane, but you don't have enough fuel to make | |
| it back to the USA, and will have to attempt a landing on Soviet soil. | |
| This puzzle is difficult. If you've failed to solve it so far, and need | |
| some help, read the following. | |
| The last two indicators on the status line of the cockpit are the | |
| plane's bearing in degrees (clockwise from north) and its position | |
| (x,y). The buttons which you can use are AUT/P (autopilot), CUTENG/L | |
| (turn off the left engine), CUTENG/R (turn off the right engine), | |
| LOWER/U (lower the undercarriage) and REL/B (open the bomb bay doors). | |
| If you need more fuel, then you should cut the left engine, go to the | |
| west side bomb bays, and press the RES/F (reserve fuel) button. You can | |
| do this as often as you need to. | |
| The radio in the navigators chair is picking up a signal from a Russian | |
| base. The radio has a three-figure display, showing the bearing of the | |
| plane from the base; you should head in the direction 180 degrees from | |
| this bearing. Finally, if you clean the pinup of Diana Durbin, you'll | |
| find a secret message. If that doesn't help, try heading for the | |
| position (1945,1970); an error of +-100 is acceptable. | |
| Finally, if even the above doesn't help, here's an example walkthrough: | |
| north | |
| push throttle | |
| turn aut/p on | |
| z.z.z.z | |
| z.z.z.z | |
| z.z.z.z | |
| z.z.z.z | |
| press cuteng/l | |
| south | |
| southwest | |
| west | |
| press res/f | |
| east | |
| northeast | |
| north | |
| turn aut/p off | |
| pull throttle | |
| pull throttle | |
| turn aut/p on | |
| push column right | |
| z.z.z.z | |
| z.z.z.z | |
| z.z.z | |
| push column | |
| again | |
| again | |
| again | |
| again | |
| again | |
| again | |
| z.z.z.z | |
| z.z.z.z | |
| z.z.z | |
| press lower/u | |
| land | |
| You've landed the B-29, but the crisis isn't over; you've merely arrived | |
| in the right place. Black has been double-dealing with the Soviets and | |
| the Americans, for the usual convoluted reasons. You must make sure | |
| that Black and all other traces of the future are removed before the | |
| Soviets get their hands on them. You will notice (if you type `out') | |
| that you won't be able to get back into the plane if you get out. So | |
| first, you need to get the heavy safe out of the plane so you can deal | |
| with it on the ground. | |
| put all in sack | |
| drop sack | |
| south | |
| southwest | |
| examine locker | |
| get safe | |
| west | |
| drop safe | |
| east | |
| northeast | |
| north | |
| get sack | |
| press rel/b | |
| Now you can leave the plane. But you must be quick, the Soviet army | |
| will arrive soon and take you prisoner. | |
| out | |
| again | |
| east | |
| examine chute | |
| The gadget is a magical device for opening locked boxes of any kind. | |
| The "RZ-ROV" appellation is a reference to the "rezrov" spell in | |
| Infocom's game "Enchanter" (and sequels) which had much the same effect. | |
| west | |
| put gadget on safe | |
| open safe | |
| get beige folder | |
| examine beige folder | |
| examine safe | |
| get shelf | |
| put all in sack | |
| Now you're in captivity, and Black has clearly been interrogated under | |
| sedation. What can he have told his captors? You must hope that they | |
| don't believe him. | |
| black, hello | |
| z.z.z.z.z | |
| north | |
| get sack | |
| south | |
| press white button | |
| put drugged body of black in ball | |
| get beige folder | |
| get gadget | |
| enter ball | |
| z.z | |
| southwest | |
| northwest | |
| [put jigsaw piece at d2] | |
| Now you only have one jigsaw piece missing, and it's time to remember | |
| the glass case in the entrance to the pyramid. You couldn't open it | |
| earlier, but now you have the RZ-ROV gadget. | |
| west | |
| put gadget on case | |
| get gadget | |
| examine case | |
| get jigsaw piece | |
| east | |
| [put jigsaw piece at d1] | |
| turn clock to 59 | |
| press d3 | |
| CHAPTER 11: BANBURISMUS | |
| ----------------------- | |
| examine soldiers | |
| The rules have been changed yet again. Now you are in the past in a | |
| ghostly form, unable to do anything except move around, examine things, | |
| and (taking advantage of your incorporeality) jump, and fly. The | |
| information to be gained here is quite important, so remember everything | |
| you see here, especially the first two numbers on the paper (call these | |
| numbers X and Y). | |
| in | |
| examine black | |
| examine paper | |
| examine typewriter | |
| examine wardrobe | |
| jump | |
| fly | |
| out | |
| fly | |
| northwest | |
| examine d3 | |
| You'll notice that the picture on the jigsaw piece has changed, so | |
| perhaps you aren't finished with this time zone. | |
| turn clock to 59 | |
| press d3 | |
| examine device | |
| east | |
| get cloth cap | |
| wear cloth cap | |
| look through window | |
| sketch mallard | |
| west | |
| north | |
| corporal, poacher | |
| It's 1941, and Black's plan this time is to be a British agent, spying | |
| on Germany for the British and sending messages in the Enigma cipher. | |
| Knowing Black, the messages will give misinformation of some sort. If | |
| you (a suspected German spy) can decode Black's message, the people at | |
| Bletchley Park will think that Black is actually a double agent, and | |
| proceed to disbelieve Black's misinformation. So all you have to do is | |
| to decode Black's message. | |
| Before you go to the walkthrough below, think for a moment of Turing and | |
| Newman and the other Bletchley Park cryptographers. When they were | |
| stuck, they couldn't go to a walkthrough. They didn't have information | |
| magically obtained by a ghost. And if they failed, worse things were at | |
| stake than merely failing to win an adventure game! | |
| If you're really stuck, then try the following: | |
| read intercept | |
| examine crate | |
| open crate | |
| again | |
| get enigma | |
| examine enigma | |
| get wheel ii | |
| get wheel iv | |
| get wheel v | |
| put wheel ii in enigma | |
| put wheel iv in enigma | |
| put wheel v in enigma | |
| unstecker | |
| stecker a to g | |
| stecker w to c | |
| stecker v to t | |
| stecker u to j | |
| stecker y to r | |
| turn machine off | |
| Why all the above? You know that Black must have been using code wheels | |
| II, IV and V because wheels I and III were on top of the wardrobe. You | |
| know five of the steckerboard connections because they were written on | |
| the torn scrap of paper. You also know that there are two more | |
| connections to make (the remaining three wires could be seen dangling | |
| from Black's machine). The machine has two modes (on and off), each of | |
| which decodes messages encoded by the other. State on is typically used | |
| for encoding and off for decoding. | |
| How to decrypt? You know the settings for wheels II and IV (they were | |
| on the torn scrap of paper) and there are only ten settings for wheel V. | |
| Try all ten possibilities. Because there are only two stecker | |
| connections missing, you expect that about 8/26 letters will be wrong | |
| (this is because each letter has two opportunities to be transformed by | |
| the steckerboard, and there are four letters involved in the unknown | |
| connections). Look for output that might consist of English words if | |
| about a third of the letters were changed. Try to guess some of the | |
| wrong letters, and see if you can make stecker connections that correct | |
| these letters. | |
| If you couldn't work this out on your own, then here's a walkthrough: | |
| stecker d to f | |
| stecker x to p | |
| Then try the following with Z one of 6, 18, 5, 4, 21, 23, 14, 2, 8 or | |
| 17, until you get it right. | |
| set ii to X | |
| set iv to Y | |
| set v to Z | |
| type intercept | |
| Well done if you solved it on your own, shame if you had to resort to | |
| the walkthrough! | |
| z.z.z | |
| press white button | |
| enter black ball | |
| z.z | |
| north | |
| northwest | |
| northwest | |
| turn clock to 59 | |
| press a3 | |
| CHAPTER 12: OLD CARTRIDGE CASES | |
| -------------------------------- | |
| examine device | |
| It's 1989, the year that the Berlin wall fell. This is the most recent | |
| historical episode in "Jigsaw"; presumably (in the author's opinion), | |
| nothing world-shatteringly important has happened since then. | |
| west | |
| north | |
| You may have no chance of escaping through no-man's-land, but hares roam | |
| there: | |
| climb wall | |
| southwest | |
| sketch hare | |
| southeast | |
| climb wall | |
| north | |
| get rope | |
| south | |
| south | |
| south | |
| in | |
| up | |
| get berliner | |
| examine berliner | |
| get purse | |
| open purse | |
| get cyrillic key | |
| get ostmark note | |
| down | |
| out | |
| east | |
| north | |
| unlock skoda with cyrillic key | |
| open skoda | |
| enter skoda | |
| turn skoda on | |
| south | |
| examine blockhouse | |
| If you wait, then you'll see Black fail to get in to East Berlin, but | |
| you still feel uneasy. Perhaps this is one of those time zones where | |
| History needs a helping hand from you. | |
| north | |
| north | |
| [wait for the street cleaner to appear] | |
| give ost-mark note to street cleaner | |
| look | |
| read delivered note | |
| Black, for some reason, wants the Berlin wall to stay standing until | |
| 1991, but you have other ideas. It's your job to make sure that the | |
| people of East Berlin are given the opportunity to express the power of | |
| the people. | |
| west | |
| west | |
| south | |
| out | |
| in | |
| examine masonry | |
| look under masonry | |
| down | |
| southwest | |
| examine cables | |
| Perhaps if the telephone system of East Berlin were brought down, then | |
| the police wouldn't be able to react quickly enough to stop a mass | |
| demonstration? You can't pull the cables out by hand, but maybe with | |
| the awesome power of the Skoda's engine? | |
| tie rope to cables | |
| up | |
| tie rope to skoda | |
| northeast | |
| up | |
| out | |
| enter skoda | |
| north | |
| z.z | |
| press white button | |
| enter black ball | |
| z.z | |
| south | |
| southwest | |
| northwest | |
| turn clock to 59 | |
| press d4 | |
| CHAPTER 13: OUT OF THE EAST | |
| --------------------------- | |
| examine device | |
| get eagle | |
| read eagle | |
| 1956, the year of the Suez Crisis. Black has brokered (or attempted to | |
| broker) some kind of peace deal between the British and the Egyptians. | |
| Once again, it falls to you to ensure that war, rather than peace, | |
| breaks out. | |
| open hotel room door | |
| hit hotel room door | |
| north | |
| examine photo | |
| northeast | |
| get soap | |
| southwest | |
| south | |
| open shutters | |
| If you wait around for a while, then the mosquito bites you and | |
| (somewhat improbably) you immediately die of malaria. You could use the | |
| mosquito repellent from Kitty Hawk (this is the first dependency between | |
| the time zones), but if you catch the mosquito you can sketch it. | |
| catch mosquito | |
| sketch mosquito | |
| drop soap | |
| [wait until a grappling iron is thrown up to the window] | |
| out | |
| down | |
| black, hello | |
| examine cans | |
| examine signed paper | |
| get metal strongbox | |
| open it | |
| show metal box to black | |
| put gadget on metal box | |
| Black steals the gadget from you if you are observed opening the box | |
| with it. | |
| open metal box | |
| get all from metal box | |
| examine passport | |
| examine charter | |
| You need to destroy the agreement, which turns out not to be a difficult | |
| task: | |
| examine deck | |
| kiss black | |
| z.z.z | |
| press white button | |
| enter black ball | |
| z.z | |
| northwest | |
| northwest | |
| northwest | |
| turn clock to 59 | |
| press d2 | |
| CHAPTER 14: CHRISTABEL, MY DEAR | |
| ------------------------------- | |
| examine device | |
| spin kaldecki detector | |
| examine bobbies | |
| examine suffragettes | |
| in | |
| black, hello | |
| The women's suffrage movement is going strong in 1912 (but women won't | |
| get the vote until 1919). Black is up to no good; it looks as though | |
| the petrol bomb is intended to be the cause of a great disturbance and | |
| to somehow advance the suffrage cause. | |
| get poster | |
| read poster | |
| again | |
| southeast | |
| sketch nightingale | |
| get corn bread | |
| put corn bread in fountain | |
| sketch nightingale | |
| This use of the corn bread - or the Madeleine cake or the Berliner - is | |
| the third dependency between the time zones. | |
| get newspaper | |
| read newspaper | |
| southeast | |
| examine bobby | |
| listen to bobby | |
| get handcuffs | |
| throw poster at handcuffs | |
| get handcuffs | |
| northwest | |
| northwest | |
| handcuff black to railings | |
| z.z | |
| press white button | |
| enter ball | |
| z.z | |
| north | |
| northeast | |
| northwest | |
| turn clock to 59 | |
| press d1 | |
| CHAPTER 15: INTO THE DARK | |
| ------------------------- | |
| examine device | |
| Here you are, at the other end of the century. Perhaps at last you will | |
| get some answers to all the questions you have by now... | |
| north | |
| ask gatekeeper about machinery | |
| ask him about kaldecki | |
| ask him about black | |
| ask him about jigsaw | |
| ask him about land | |
| ask him about me | |
| ask him about time | |
| east | |
| CHAPTER 16: THE LIVING LAND | |
| --------------------------- | |
| east | |
| sketch pterodactyl | |
| get rod | |
| The black rod with a star on the end is a reference to two early | |
| adventure games which used this as a prop, namely Crowther and Woods' | |
| "Adventure" and Infocom's "Zork". Various other references to these | |
| games will appear as you proceed. | |
| northeast | |
| wave rod | |
| Waving the rod could cause a crystal bridge to appear in both | |
| "Adventure" and "Zork". | |
| north | |
| east | |
| get grenade | |
| northwest | |
| You will need the grenade to destroy Kaldecki's machinery, but | |
| unfortunately the pterodactyl thinks that the grenade is an egg. You | |
| need to persuade it to relinquish it. | |
| [wait until a largish rock knocks you over] | |
| get all | |
| southwest | |
| get oval rock | |
| Now the pterodactyl thinks the oval stone is an egg, too. If you wait | |
| long enough, it will deposit the grenade in its nest at the top of the | |
| tree and take your stone. | |
| examine tree | |
| push tree | |
| [wait until the pterodactyl takes the stone] | |
| push tree | |
| sketch woodpecker | |
| west | |
| The rabbit is scared by something in your possession. In "Adventure", | |
| there was a bird that was scared by the black rod. Here, the same is | |
| true of the rabbit. The rabbit doesn't like the black rod, nor does it | |
| like the pictures in the location corresponding to square A2. So you | |
| can corner it and force it across the bridge. | |
| drop rod | |
| east | |
| east | |
| west | |
| south | |
| sketch apes | |
| sketch rabbit | |
| Now the apes have the grenade, and it's hard to persuade them to | |
| relinquish it. If you experiment a bit, you'll see that the apes copy | |
| everything you do. You could drop an item (and the apes will drop the | |
| grenade), but they're faster at picking it up than you. Instead, | |
| persuade them to throw it away. | |
| throw ticket at rabbit | |
| west | |
| enter pagoda | |
| get cage | |
| out | |
| east | |
| east | |
| east | |
| sketch spider | |
| get grenade | |
| Now the spider has the grenade (this is a game of pass-the-parcel). | |
| Perhaps the woodpecker can help? | |
| west | |
| west | |
| north | |
| catch woodpecker | |
| Catching a bird in a cage was a puzzle in "Adventure" (you had to not be | |
| carrying the rod, otherwise the bird was scared). Here you have the | |
| opposite: the bird is tamed by the rod. | |
| west | |
| get rod | |
| east | |
| catch woodpecker | |
| east | |
| south | |
| east | |
| open cage | |
| get grenade | |
| drop grenade | |
| The grenade sticks to your hands. But the acid in the polluted river | |
| emerging from the pyramid can get rid of the glue. | |
| put grenade in river | |
| west | |
| west | |
| pull pin | |
| put grenade in river | |
| z.z.z.z | |
| EPILOGUE | |
| -------- | |
| You have come full circle. The start of the game saw the end of the | |
| twentieth century; now you are back at the beginning. And the | |
| significance of the sketch-book finally becomes apparent. | |
| northwest | |
| toby, hello | |
| give sketch book to toby | |
| You need to sketch at least four animals before you can get a prize in | |
| the drawing competition. | |
| southeast | |
| east | |
| examine cases | |
| west | |
| black, hello | |
| ask black about kaldecki | |
| give teddy bear to black | |
| If you've been following the script exactly, you will have scored 100 | |
| out of 100, giving you the rank of Centurion, and you'll have got 16 out | |
| of 16 in the drawing competition. | |
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