Let's Play: Jigsaw

Aha! You’re right, if I go in different directions for long enough it’ll change from 160 up to 170 or down to 150. So this is how we’ll find our target!

…though, I’m not entirely sure how.

Experiment 1: turn 160 degrees and see what happens to the reading. It doesn’t change, which means this is an absolute bearing, not a relative one—our goal is to match it, not to make it go to zero.

Experiment 2: match the direction (it ends up being 150 by the time we’ve turned around) and fly until the fuel runs out. This takes us to (3892, -1072), but there’s nothing but water there.

Experiment 3: go the opposite of the direction? I’m not sure if this makes sense—surely both bearings would be in the same coordinate system? But the fact that the readout stopped changing when I kept flying that direction makes me think I was pointed away from it, since the greater the distance from the transmitter, the less the angle will change. The opposite of 160 should be -20, or 340, which is very close to our initial bearing. (Similarly 155 → 335, etc.)

This one was more promising! The bearing oscillated back and forth a bit; I got into a rhythm of ENTER CHAIR. OUT. PUSH STICK [LEFT/RIGHT]. Repeat. And then all of a sudden—

The plane is flying over a clearing in the forest, on which is a makeshift airfield: little more than a runway and a tower.

A place to land! We just need to drop our altitude a lot, and—

The plane is flying rather low!

Below the plane is a vast expanse of frosty forest, rushing by.

Uh oh—

The plane, flying far too low, smashes into densely-packed fir trees and a great oily fireball.

*** You have died ***

Dammit. Lots of /undo and let’s try this again! This time I got it low to the ground before the description changed from “clearing” to “forest”, but again:

The plane, flying far too low, smashes into densely-packed fir trees and a great oily fireball.

*** You have died ***

Who would have thought that landing a plane would be difficult?

Okay, let’s try this again. This time let’s bring the plane down low before we get close. When the plane gets below the cloud line, an “AIRFLOW” light turns on, and I have no idea what that means…hopefully not anything we need to worry about! (Anyone know enough about aviation to say what that means? Google is only telling me about air conditioning and stalling, and we don’t seem to be anywhere near a stall.)

2 Likes

Ah, being able to PUSH CONTROL repeatedly is the key! I figured out how to land, and you’re going to hate it. You’ll see in a moment.

I don’t know why the bearing is from the transmitter to the plane, instead of from the plane to the transmitter, but I suppose it does make it more of a puzzle.

2 Likes

I did a little poking around earlier, and you use the bearing from the transmitter to triangulate your location, so I’m guessing it’s historically how it would have worked at the chart table?

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Thanks to Josh’s realization that we can PUSH CONTROL to refuel as many times as we like, we can soar at a leisurely pace over the ocean. The plane seems to be fine down to speeds of less than 100 miles per hour, which seems far too slow to me, but that may very well be accurate.

Two important points about the controls:

  • PUSH THROTTLE increases your acceleration, not your velocity! Options include +10, 0, and -10 miles per hour per turn.
  • While the autopilot is on, you can’t control the throttle—but it’s not being controlled automatically, it’s just locked at whatever you left it at. So if you’re decelerating and you turn the autopilot on, it’ll keep going slower and slower until it stalls and crashes.
  • PUSH STICK FORWARD modifies your altitude, not your vertical velocity, but the degree of change depends on your forward speed.

Now knowing this, I was able to cruise across the ocean at a fairly high speed, refuel as needed, then slow down and descend as we got close to the runway. Slow down, slow down, slow down, descend, and…

The plane goes into a sudden, catastrophic spin, losing all purchase on the sky, plunging to earth in a sickening free-fall… The end is mercifully quick.

*** You have died ***

Oops. Too much deceleration, not enough descending. Let’s keep our speed high enough not to stall, and…

The plane, flying far too low, smashes onto the makeshift runway, which tears open its belly. If only you’d "land"ed it in time!

*** You have died ***

Oh right, we need to lower our landing gear.

>press lower/u
You switch the LOWER/U switch on.

>push stick forward
(the control column forward)
You feel the plane sink as you push the column forward.

>push stick forward
(the control column forward)
You feel the plane sink as you push the column forward.

The plane, flying far too low, smashes onto the makeshift runway, which tears open its belly. If only you’d "land"ed it in time!

*** You have died ***

Nope, that’s not it.

Wait a sec…

Why is “land” in quotation marks? Surely it’s not as simple as…

>land
The plane drops through the sky, flying on prayer, far too low. If there were any trees that would be an end of it, but the frosty wastes are bare. By great good fortune you hurtle to a halt, tearing the undercarriage and swerving wildly, on a makeshift airstrip. Your first landing! …and the B-29’s last.

[Your score has just gone up by one point.]

For fuck’s sake.

I’m going to save here, because I do not want to get through that last section again!

16d.txt (118.9 KB)
tmp2.sav (6.7 KB)

8 Likes

ROFL. Beautiful.

2 Likes

I’m not sure if I actually had to descend and decelerate like that, or if LAND in the vicinity of the runway is enough. It may be that the puzzle is getting to your destination, and landing is all handled automatically. But it certainly feels more satisfying getting the plane down to minimum speed and minimum altitude first.

3 Likes

Wow, that was very complex and the ending was dramatic. Very fun reading!

2 Likes

Well, we have now landed safely!

The waste land spreads out below the plane.
The panel is dead now the plane has landed. Outside is a misty wasteland, and a rope ladder has automatically dropped out of a side window.

Time to go explore this brave new world.

>out
Warning: you could scramble down out of the plane, but then you probably wouldn’t be able to get back up.

That’s good to know! Let’s see if we can handle the safe first. (And also grab the Geiger counter and pinup—whether they’re useful or not, we have our Rucksack of Holding.)

And of course:

The radio is on. Above is a three-figure car milometer type number on a readout: currently 000.

> turn off radio
Click!

It’s just good practice.

The safe is just too heavy and bulky for you at the moment, and you drop it to the deck, panting.

“At the moment”?

>drop all
[snip]

>get safe
Taken.

[Your score has just gone up by one point.]

Aha.

But we don’t want to leave our whole inventory behind. Let’s see if we can use that REL/B button.

>e

East Side Bomb Bays
An immense bomb bay, enough for ten thousand pounds of bombs to be dumped on the civilian population of your choice.

One side-face of an enormous jet engine makes up the far wall.

>drop safe
Dropped.

>w

Fuselage Ring
This, according to white stencilled letters painted on one metal wall, is the Fuselage Ring. A crawlway snakes off north. Hydraulics and cables hang from the irregular walls, and cramped openings lead east and west.

The heavy equipment locker’s door hangs open.

You can also see a canvas rucksack (in which are a cargo capsule (which is empty), a gnomon, Waldo, a lump of corn bread, a mandolin, a box of mosquito powder, a Sixth Officer’s jacket, Place Names of Carolina, a green cap, a Richard’s anemometer, a paper dart, a madeleine cake, Black’s Kaldecki detector, a second note from Black, a first aid box (which is closed), the 1911 Boy’s Book of the Sea, a curious device, the Victorian ormolu clock, Emily’s sketch book, a charcoal pencil, three keys (a little key, a elegant key and a tagged key), two newspapers (an historic edition of Pravda and Le Figaro), a travel permit, a checklist, a chit signed by Lenin, a handwritten invitation card, a White Star Line scribbled-on towel, a folded note and a white party ticket), a wooden broom, Rukl’s “Atlas of the Moon”, a sparkler, a pinup of Deanna Durbin and a Geiger counter here.

Eek. White’s a bit of a hoarder.

>get all
aircraft: That’s hardly portable.
canvas rucksack: Taken.
wooden broom: Taken.
“Atlas of the Moon”: Taken.
sparkler: Taken.
pinup of Deanna Durbin: Taken.
Geiger counter: Taken.
equipment locker: That’s fixed in place.

I love that it thought we wanted to take the airplane itself. The game recognizes how much of a kleptomaniac White has become.

If it’s implemented as an object, though, then we can take a closer look!

> x aircraft
You see nothing special about the aircraft.

Or not. Just your average wrecked B-29.

>ne

Crawlway
A cold, oily tube running northeast to southwest through the grounded B-29.

>ne

Ghost Plane
The pilot cabin of a B-29 Superfortress, deserted! A frantic glance round - the hatchway below, the crawlway southwest, the navigator’s chair - gives no indication of what happened to the crew, ten men at least.

The waste land spreads out below the plane.
The panel is dead now the plane has landed. Outside is a misty wasteland, and a rope ladder has automatically dropped out of a side window.

>press rel/b
There’s a brief clanking sound from behind.

And now the bomb bay is empty! Let’s get out of here and see what we can do down below. As a reminder, we’re looking for one puzzle piece and zero animals. (Plus a temporal crisis.)

Frosty Airfield
A primitive airfield out in frosty wastelands, where the B-29 has wrenched to a halt. The undercarriage has torn deep scars through the greenish glassy sand. You stand shivering beneath the enormous jet, at the foot of a kind of metal rope-ladder up into the crew cabin. Some way off to southeast is a control tower; otherwise, a burnt forest surrounds you, with only a small gap to the east.

There’s a (securely locked) safe stamped USAF here. Another stencilled message is vehement that it shouldn’t fall into enemy hands. Yours, perhaps.

The Geiger counter wakes up to the radioactivity here!

We can’t go back up the ladder, but we’ve taken every portable object out of the plane. So hopefully we’re good. (And we’ve got a save file if not.)

>e

Silk and Ash
The air is leaden with damp, old ash, the trees are carbonised and brittle, shattering to soot at your every move. You cough, sneeze and blink accordingly. Through a narrow gap west, you can see the airfield, but otherwise the forest is dense and unwelcoming.

A torn parachute hangs from one of the trees, its occupant (long gone) having crashed a zig-zag path down through the branches.

Soldiers will surely be here soon. Those signals didn’t come from nowhere.

We can’t take the parachute, but…

>x parachute
You find a tiny gadget in the silken folds of the parachute.

You are increasingly worried about the arrival of troops.

[Your score has just gone up by one point.]

> x gadget
The gadget, inscribed RZ-ROV, is quite mysterious, but so clearly of late 1990s manufacture that you have a pretty shrewdidea whose parachute it came from. There’s a magnet on one side.

RZ-ROV, you say?

I think I know what to do with this!

In the distance is the sound of approaching trucks.

>put gadget on safe
The magnet clings to the metal wall of the safe, and the gadget lights up. Slowly the safe dial turns, now this way, now that, until finally the gadget chirps slightly and falls off into your hands. Magic!

>open safe
You open the USAF safe, revealing a beige folder.

Trucks are arriving at one corner of the airfield.

Let’s grab that, and read it while we have the chance!

The beige folder is a CIA dossier on double agent Pluto, who’s been sending subtly untrustworthy atomic secrets to the Russians since the 1930s, right through the Manhattan Project. But Pluto defected to them last week, by fishing boat out of Japan. All entertaining enough, in a theoretical way, until you reach three pasted-in photographs of Pluto: always in the background, head ringed in white.

Pluto is standing behind Niels Bohr at the famous Copenhagen Conference; passing something to Enrico Fermi in a tense moment watching meters attached to the Chicago pile; chalking some symbol on the side of a packing case amongst a group of military policemen in New Mexico.

And Pluto’s face is Black’s.

The troops capture you almost at once! A burly Ukrainian fist lays you out, and you recover consciousness to find yourself…

In Captivity
A large, gloomy, windowless cell, ten yards square and absolutely bare of furnishing. Pearly light is provided by fittings flush with the wall. Not even the edge of a door shows.

Black looks ghostly in this light: a slumped, drugged-unconscious ghost.

Black, what are you doing?!

>x black
Black is looking much the worse for wear: not actually bruised, but with many little hypodermic marks on the wrists.

Uh oh! And without our inventory, we have no way out—we can’t RZ-ROV the door, or use the clock to go back to the Monument. This may be a failure state.

> hug black
Black seems faintly comforted, as do you.

Aww.

The air here suddenly seems disturbed, and a kind of cloud gathers from light winds and currents.

The air howls ever harder around the cell, blowing you and Black hard against the walls. Just as you think it will all end like this, in a gale against the stone, the cell door is blown open and the air settles to a quiet murmur. There’s not a second to lose!

Uh oh! It’s never done this before! Does Black have the device that will let us turn it into a black sphere?

> search black
Amazingly, the Soviet army has already thought of that.

Damn. Those Soviets really do think of everything.

Well, we’re not going to leave them behind!

> get black
I don’t suppose the drugged body of Black would care for that.

Oh. Or maybe we will.

> out
But you aren’t in anything at the moment.

Gah!

The door, to the north, is blown open.

Okay, north then!

Cell Block Corridor
The corridor ends here, at the doorway south into your cell. The west end of the corridor is most notable for guards playing some kind of poker, and fortunately not watching your (guaranteed escape-proof) cell.

There’s a pine table just behind your cell door.

On the pine table are a British Army officer’s uniform, a canvas rucksack (in which are a wooden broom, a cargo capsule (which is empty), a gnomon, Waldo, a lump of corn bread, a mandolin, a box of mosquito powder, a Sixth Officer’s jacket, Place Names of Carolina, a green cap, a Richard’s anemometer, a paper dart, a madeleine cake, Black’s Kaldecki detector, a second note from Black, a first aid box (which is closed), the 1911 Boy’s Book of the Sea, a curious device, the Victorian ormolu clock, Emily’s sketch book, a charcoal pencil, three keys (a little key, a elegant key and a tagged key), two newspapers (an historic edition of Pravda and Le Figaro), a travel permit, a checklist, a chit signed by Lenin, a handwritten invitation card, a White Star Line scribbled-on towel, a folded note and a white party ticket), Rukl’s “Atlas of the Moon”, a sparkler, a pinup of Deanna Durbin, a Geiger counter, a RZ-ROV gadget and a beige folder.

I wanted to translate “why do they have so much stuff?!” into Russian for a joke, but unfortunately the little bits of Russian I learned from an ex in undergrad are insufficient. (Besides, it looks like it should be Ukrainian anyway, and I don’t speak a word of that.)

>get all
pine table: That’s fixed in place.

:expressionless:

Of course, we need to GET ALL FROM TABLE.

By the time we manage this, unfortunately, the time window has closed, and we can’t bring Black back with us via the clock. Which means…

You shake your head, confused. Still, the Soviet Scientific Free Republic of Europa has a glass of vodka for you, outside, and you know what happens to the kind of people who won’t share in the toasting of the new millennium, so out you go.

*** You have wrecked the course of history ***

Let’s try this again. We can also use this opportunity to look at that tower.

Disused Control Tower
This old duckboard tower can’t ever have controlled much. As it is, it looks scarred and burned in a recent fire. Actually, now you look around from the safety of the ground, the plain is clear in a broad circle out to the trees, and there’s no particular “runway”. In fact the only thing about it suggesting an airfield is the B-29 Superfortress parked off to northwest.

Damn. So where’s the piece? Maybe Black has it?

>press device
The cloud of disturbed air condenses into a kind of spherical ink-black ball, large enough to swallow you up whole.

>put black in ball
You heave Black’s body into the inky ball of space, and Black disappears: if not to safety, then at least to somewhere safer than this. Black murmured something about “truth” at the end.

Neither side believed it, of course. They each thought Black was an agent for the other… Another ghost story in another ghost war.

[Your score has just gone up by one point.]

And we’ve escaped to safety. But we don’t have the piece, meaning we just made the game unwinnable.

So this section isn’t finished yet! Any ideas for where we might find it?

17.txt (28.3 KB)
tmp.sav (6.9 KB)

3 Likes

Hmm. There’s not much here. Is there anything at the tower? Or is that just a completely empty location? How about… under the table? And the safe was empty, there wasn’t anything hiding under the folder? And TAKE ALL got the pinup, looks like: is that just the message, nothing else?

2 Likes

Completely empty, as far as I can tell. Which is odd in a game that’s so close to the Z-machine object limits—have there been any other rooms that don’t serve any purpose? But I can’t find anything to do there.

> look under table
You find nothing of interest.

Nothing else, as far as I can tell. It seems its only purpose is to tell you where you are (if the Slavic voices on the radio next to the USAF markings on the plane weren’t enough of a hint), and to give you a sense of distance for navigation.

> search safe
There’s nothing on the white shelf.

White shelf? What white shelf?

> get shelf
(putting the wooden broom into the canvas rucksack to make room)
You pull out the white shelf, which turns out to be an edge piece!

[Your score has just gone up by one point.]

Aha! There we go!

Now we just need to finish out the section, and…

> get all from table
edge piece: Removed.
beige folder: Removed.
RZ-ROV gadget: Removed.
Geiger counter: Removed.
sparkler: Removed.
“Atlas of the Moon”: Removed.
British Army officer’s uniform: Removed.
canvas rucksack: You’re carrying too many things already.

Oh come on.

Fortunately we have just enough time to TAKE RUCKSACK and then TAKE ALL, then get back and bring Black into the sphere with us.

You have returned to the Land. Grim, monochrome steppes, wide and exposed beneath a brooding sky, the colour of boiled bruised potatoes. Bleak mountain crags surround a huge plain. The pyramid gleams gold like a beacon, like lamplight in the window of a farmhouse at night.

I’m going to make another save in the Land, then head back to the Monument, because there’s something I want to try.

Inside the Monument
A sloping crevice of metal, sunken into the ground some way to make a larger-than-expected room. Short flights of steps lead up to west and southeast. The air is hot as a bakery.

At the centre is a heavy old table whose top is a beautiful mahogany jigsaw-board, with room for sixteen pieces arranged in a square. There are two gaps left.

Remember that display case?

> w

Corridor in the Monument
A short metal corridor running along the inside of one wall of the pyramid, and sloping slightly inward. The scene out through the south entrance is perfectly, even alarmingly still. The far end turns and opens inside to the east.

Mounted on the inner wall is a glass display case.

LEARN REZROV. REZROV CASE.

> put rz-rov on case
The gadget computes strenuously for some time, and then hidden magnets wheel into play. The mechanism unwinds itself, the case unlocks and slowly hinges open. In a slightly graceless finale the gadget falls off onto the floor, with a clang.

There must have been a trick of the light, as the model inside proves to be no more than a plain grey jigsaw piece after all.

Haha! I was wondering if that would work!

Two gaps left, eh?

> put edge at d2
It fits at d2, and suddenly lights up with a picture: a lady wearing a crinoline dress.

[Your score has just gone up by one point.]

> put corner at d1
It fits at d1, and suddenly lights up with a picture: parklands with wrought iron gates.

[Your score has just gone up by one point.]

> look

Inside the Monument
A sloping crevice of metal, sunken into the ground some way to make a larger-than-expected room. Short flights of steps lead up to west and southeast. The air is hot as a bakery.

At the centre is a heavy old table whose top is a beautiful mahogany jigsaw-board, with room for sixteen pieces arranged in a square. The board is full.

The jigsaw is complete.

          1            2            3            4
   +----------------------------------------------------+
   |.............ooooooooooooo.............ooooooooooooo|
 a |.   Mould   oo  Record   oo   Wall    ..   Park    o|
   |......o......ooooooooooooo......o......oooooo.oooooo|
   |ooooooooooooo......o......ooooooooooooo.............|
 b |o  Invalid  ..   Dunes   ..   Plane   oo   Snow    .|
   |oooooo.oooooo.............oooooo.oooooo......o......|
   |.............oooooo.oooooo.............ooooooooooooo|
 c |.   Glass   .. Carriage  oo   Train   ..   Moon    o|
   |.............ooooooooooooo.............oooooo.oooooo|
   |oooooo.oooooo......o......oooooo.oooooo.............|
 d |o   Park    ..   Lady    oo  Fields   oo   Barge   .|
   |ooooooooooooo.............ooooooooooooo.............|
   +----------------------------------------------------+

Or in fancy colors:

And thus the game comes to an end! What did you all think of Jigsaw? I’d hoped for more of an endgame, but placing the final pieces was very satisfying.

…okay, no. We still have five pieces left to solve. Nine animals left to sketch. And a footnote left to read!

[ Footnote b3: ]

The B-29 Superfortress was the largest bomber of the Second World War, a miracle of engineering for its day: 3000 were built between 1942-6. Until about 1960 it was the only plane capable of carrying an atomic bomb: one B-29 each destroyed Nagasaki and Hiroshima, in scenes whose eye-witness reports (see Richard Rhodes, “The Making of the Atomic Bomb”) are too horrible to quote from.

During the cold war, up to 1960, about 250 Western aircrew were shot down over Russia on spying and patrol flights: many families are still trying to find out what happened to them. After the famous capture of Gary Powers, open over-flights were stopped.

The three B-29s forced to make emergency landings on Russian soil were copied nearly exactly as the Tu-4 bomber. Despite the paranoid fantasy of the West, the USSR developed the atomic and hydrogen bombs largely independently, and not as a result of espionage. The (failed) security efforts of the Manhattan Project were in that sense a waste of time.

So it sounds like this wasn’t a specific incident we were interfering in—we just had to bail Black out of trouble, before the Soviets learned the secrets of time travel.


17.sav (7.0 KB)
tmpland4.sav (7.0 KB)

6 Likes

We’re approaching the end—no more pieces left to find, but still over a quarter of the pieces left to solve! I don’t want to do D1 yet, because it seems to be specifically the opposite of A4 where we started, and I suspect that’s going to trigger some sort of endgame. But of the rest, we can try:

  • A3: A wall covered with graffiti
  • D2: A lady wearing a crinoline dress
  • D3: Fields of cabbages
  • D4: A shipping barge in a canal
0 voters

If you’re wondering, a “crinoline” is one of those petticoats that makes your skirt flare out wide at the bottom. The hoops in the term “hoop skirt”. I think of them as more of a 19th-century than a 20th-century thing, though.

EDIT: We can’t actually go to D1 yet! We can press the piece, and end up in 1900, but a mysterious gatekeeper won’t let us into the park yet:

An old gatekeeper, in top hat and tails, wearing a curious lead amulet and carrying a music-hall cane, is welcoming the crowd in.

> n

The gatekeeper bars your way, and speaks in a low, echoing voice which the revellers do not hear. “Not yet, I think.”

I’m glad to see my dramatic instincts were right!

5 Likes

… Did you just solve the plane chapter without a walkthrough ??? Respect.

6 Likes

I’m impressed too!

3 Likes

I’m curious to know where people who haven’t played the game before think that the story is going: what’s going to happen to White and Black’s relationship, what the animal sketching is for, what the Land is all about, what’s going to happen with Black’s plan to change the 20th century. Any thoughts?

2 Likes

Damn, you managed to figure out the plane puzzle without much help. What I resorted to was essentially turning on The auto pilot, dropping the plane down to a couple hundred feet or so, and just hanging around until an airfield popped up, yes, that works. it looks like the cabbages are going to win out… And this is the other big notorious jigsaw puzzle, so, enjoy.

2 Likes

To be fair, I did have help—I wasn’t going to figure out the radio heading without Josh’s insights. This definitely seems like the sort of game that’s best played with a big group, so that other people can see things you miss and help brainstorm!

8 Likes

40% of the vote wants to go to D3, the fields of cabbages, so strap in and let’s check this out!

Chapter Eleven - Banburismus

Cabbage Fields
A brightly overcast day of clouds and light rain, the cabbage crops luridly green in the broad loam fields. On the horizon there’s nothing but some grey trucks some way to the north; nearer to hand, to east, is some sort of barn, guarded by rather bored soldiers in German army uniform.

Uh oh! “Banburismus” is a term coined by Alan Turing, for a certain step in analyzing Enigma-encoded messages. And given that we’re in 1941, I suspect that’s what we’re about to be doing. (Though given that there are German soldiers here, not English ones, maybe we’re trying to leak information to the Allies?)

>n
You approach the grey trucks, almost bouncing on the springy loam. It’s a military convoy going nowhere in particular, but you’re captivated by the curiously beautiful but distant sound of the drivers sitting about under a tarpaulin tent, singing the “Wacht am Rhein”. And yet you drift backward again, and have gone nowhere.

“The Rhine-Watch”, a German anthem from the 1800s.

I’m not sure what’s going on with “drifting backward again”. But let’s go walk past those German soldiers with our British army uniform. They probably won’t recognize the difference.

>e

Inside the Barn
For a barn this is a solid building, with a tiled floor, spear-thick walls and a high, decently water-tight roof. Benches are covered with paper, black and white maps and boxes of electrical gear.

An exceedingly tall wardrobe reaches up almost to the ceiling.

Black, dressed in uniform, is sat at a bench in front of a weird typewriter.

A slip of paper, bearing the Wehrmacht stamp, has fallen from Black’s pocket.

Paper, you say?

>get paper
(the Wehrmacht paper)
Your presence here seems somehow too insubstantial for that.

This is another area of the game where I know a minor spoiler. For some reason, the rules of time travel have changed here, and we’re an invisible ghost, able to observe but not to interact. Our job here is to gather as much information as we can before we become substantial again.

That “weird typewriter” is probably an Enigma machine:

This was one of the first big successes in electronic cryptography, and the machine that made cryptanalysis into a Big Deal for national security—the Allied efforts to crack it, and their eventual success, had a significant effect on the course of WWII. Alan Turing, one of the great luminaries of computer science (though it didn’t really exist as a field during his lifetime), was at the center of these efforts and is credited with saving countless lives by shortening the course of the war. (After the war, he was outed as gay, convicted of homosexual acts, and castrated; he committed suicide shortly thereafter. The British government apologized for this in 2013 and now his picture is on the ₤50 note. But as a result he’s even more famous in the queer community than in the general public.)

To use the Enigma machine, you’d insert three rotors of your choosing (the gears with numbers on them at the top of the machine), turn them to a position of your choosing, then type on the keyboard; every time you pressed a key, a different letter would light up on the panel above the keyboard, and the rotors would move to a new position. The system was designed to be symmetrical, so the same process was used for encoding and decoding.

Later versions also had the “steckerboard” on the front, where you could connect different sockets to scramble up the output even more. If you connected A to B, for example, then every A in the output would be replaced with a B, and vice versa. To decode a message, you would need to know which rotors were used, what positions they started in, and what steckers were being used. (For some reason they’re always called “steckers” instead of “plugs”, even though Stecker is just the German word for “plug”.)

Based on the title of the chapter, I think we’re going to be helping the Allies figure out whatever message Black is sending, by leaking some information to them. Though if Black wants to improve history, I’m not sure why they’re working with the Nazis. The actions of Nazi Germany are considered pretty universally and unequivocably bad.

>x wardrobe
The wardrobe’s very tall; there’s nothing underneath or behind it as far as you can see, and your ghostly self seems too insubstantial to get the door open.

Nothing underneath or behind, but what about on top? It’s time for the minor spoiler: this is an incredibly unfair puzzle that fans of Photopia might find very familiar.

>fly
Amazingly, your ghost can fly! You swoop around the room in childish delight, while Black doggedly works through some message below. Before you sink back to earth, you swipe at the wheels marked I and III (on top of the wardrobe), but of course your hand passes through them.

That’s the only part of this chapter I know the solution to, but I would never have gotten it on my own.

So, Black, what are you doing?

>x black
Black is dressed in a cypher clerk’s uniform, and looks keen. Although Black seems slightly more substantial to you than everything else, there’s still no sign of recognition.

>x machine
It bears the legend “Enigma”, but you can see almost nothing of it because Black is so intently hunched over the keys. There are three odd wires, the kind used for joining two terminals together, thrown to one side.

So it is an Enigma! And the kind with steckers!

>x paper
(the Wehrmacht paper)
In Black’s handwriting:

Stngs 11, 7, ?
[That third number is indecipherable, where the paper has been torn.]
a - g
w - c
v - t
u - j
y - r
[…At which point the tear cuts off the paper.]

Oh, and we have their notes, too! This should definitely be enough information for the Allies at Bletchley Park to do their magic.

>get paper
(the Wehrmacht paper)
Your presence here seems somehow too insubstantial for that.

No matter. We can make a copy of it once we’re substantial again.

The question is, how do we accomplish that?

Well, we do have a new verb:

>fly
Your ghostly spirit rises up and away, into the clouds, far, far across the fields and then the ocean! Night and day pass but still you fly, captivated. The mist gathers.

Then, with a thump, you bang your head against something.

Disc Room
This is a tiny tetrahedral annexe of a room, whose only clear feature is a broad black disc embedded in the floor.

And we’re back in the Monument. But something is different. If we look at the board, D3 is no longer fields of cabbages: it’s now a Victorian country house!

I’ll be honest, I have no idea why that segment just happened, or why the rules of time travel are different here. But it seems pretty clear that we need to go explore D3 again. This time we’re…

Hiding from Bletchley Park
Dusk on an overcast day of clouds and light rain, in which the Victorian awfulness of Bletchley Park country house seems especially dismal. It is surrounded by crude war-time huts all over the grounds, the nearest some way to the north.

You crouch in an old birdwatchers’ hide by the lake, while disconcertingly alert military police patrol up and down. The hide extends a little east.

Among some lead shot scattered over the mud is a spent cartridge.

[Your score has just gone up by one point.]

Okay! So we’re on the Allies’ side this time. Bletchley Park is where Turing and his ilk worked to decipher the Enigma messages, and presumably where we need to deliver our information. Hopefully they won’t question why we know these things. Or will accept “time travel” as a valid excuse.

>x shot
That’s not something you need to refer to in the course of this game.

>x cartridge
Fired from a shotgun, perhaps.

>get cartridge
Taken.

I have no idea what this will be useful for, but it’s portable, so we’re taking it.

>e

Sheltered
The hide is, indeed, sheltered from the elements, about two meters on a side and unbroken but for a slit window and the muddy climb out to the west.

An old flat cloth cap hangs on a nail.

Another portable thing! No description this time, but we can wear it. I’m sure it will complement our British Army officer’s uniform nicely.

Cap on head, let’s see if we can convincingly impersonate an officer:

>n
The MPs catch you at once, or as near as makes no difference.

Exposed
Two burly young men have you pinioned immobile, in the middle of the lawn halfway between the hide and the hut. A third, who has a corporal’s stripes, wants answers, and wants them quickly.

“All right, you,” begins the Corporal, and then suddenly notices your uniform and salutes. But then his trained eye latches on something. “Aren’t you a little young for Boer War campaign ribbons, sir?”

The Corporal’s patience having run out, you’re stripped of your belongings and marched off, past the Testery, past the Newmanry, down Wilton Drive to the nearest police cells. This is a civilised country, so see you in 1962.

*** You have been stranded in the past ***

Dammit. Who would have thought the soldiers at Bletchley Park would be good at catching impostors?

What if we try the Titanic uniform?

>n
The MPs catch you at once, or as near as makes no difference.

Exposed
Two burly young men have you pinioned immobile, in the middle of the lawn halfway between the hide and the hut. A third, who has a corporal’s stripes, wants answers, and wants them quickly.

“All right, you! Tell me just what you are.”

At least they don’t think we’re a spy. Now what should we claim to be?

>corporal, time traveller
“A likely story! Now come on, the truth.”

Uhh…

>corporal, spy
The rest, as they say, is silence.

*** You have been summarily shot ***

I love that there’s a custom response for that. In a game that’s as tightly-constrained on resources as this one, the little touches like this really shine.

Well, we were in a birdwatchers’ hide, and we have a shotgun shell. How about…

>corporal, hunter
“He might be, Corp,” a voice behind your left ear opines. “Careless talk,” the Corporal admonishes. “As for you… the Officer of the Watch comes on at midnight, and until then a little confinement is in order!”

You are escorted to the nearest hut and shoved inside: a guard is placed. “Get some kip, you’ll be needing it,” advises the Corporal as he slams and locks the door.

Hut 31
One of the impromptu huts disfiguring the grounds of Bletchley, this crudely heated asbestos and corrigated iron shelter offers little comfort. It has no very obvious function.

An intercept, a thin yellow strip of paper, is pinned up on the wall.

A heavy-looking crate occupies one corner, with a War Office seal across the top and very stern instructions upon it.

[Your score has just gone up by one point.]

Huh, this might be the first time the game has used a gendered pronoun for White. I wonder if that’s intentional. While the corporal is eagle-eyed enough to spot inconsistencies in our officer disguise, we are wearing a stolen uniform that’s too big for us, and it makes sense that he wouldn’t look as closely at a disguise he’s less intimately familiar with.

>x intercept
“hzsruuzstcrlumftbavtjifulzucnhsrivevvzffuzvoz”

“One for you to practice on when it arrives - remember the principle of Banburismus!” is pencilled below, and signed just “Newman”.

Oh lord. Are we going to need to decipher this ourself? “Newman” here would be Max Newman (né Neumann, renamed to sound less German), an English mathematician who created the first programmable electronic computer. He was the main force behind breaking the Lorenz cipher, a separate encoding machine used by German high command.

>x crate
“Danger! Do Not Open! Danger!” And a skull and crossbones.

Let’s open it!

>open crate
But that would break the seal.

It’s okay, we won’t be around long enough to deal with the consequences. (The RZ-ROV doesn’t work, unfortunately, since there’s nothing metal for the magnet to stick to.)

>break seal
You boldly and irrevocably break the seal, opening the crate.

Now what do we have here?

In the war office crate are an Enigma machine and wheels I, II, III, IV and V.

Yep, it looks like we’re about to do some codebreaking!

We may not actually need Banburismus, though, because we’ve stolen quite a bit of information from Black. What specifically do we know?

  • Wheels I and III were on top of the wardrobe, and thus not in the machine. Black must have been using wheels II, IV, and V.
  • The wheel settings were 11, 7, and something unknown, in that order.
  • There were three steckers set off to the side, not being used.
  • Five of the steckers are A=G, W=C, V=T, U=J, and Y=R.

What do we not know?

  • The order of those three wheels: there are six possible orderings.
  • The position of the third wheel.
  • The remaining two steckers. (The machine has ten, and three were unused, so there are seven in use, and we know five of those.)

The steckers shouldn’t be much of an issue. If we don’t have them, there will be four letters swapped in our output, but it should still be legible enough to understand. The other pieces of missing information are more of an issue. Six orders × 26 positions for the last rotor gives us 156 possibilities; that wouldn’t be too hard for Bletchley Park to brute-force, but we’re just one person in a room with an Enigma machine. (Plus, this is a puzzle in a game.)

Maybe we will need Banburismus after all.

>take machine
With enormous effort, you manage to lift the machine up to a table.

Now let’s see what we can do with this.

>x machine
The Enigma cypher machine looks a little like a lap-top computer built with 1930s technology. There is a German-standard typewriter (QWERTZUIO…) keyboard, a lever switch, an array of little lamps (one for each letter) in the same pattern above, a steckerboard below and a square red button. Behind the lamp-board are three slots made to take special wheels. At present, the three wheel slots are empty.

The lever is switched on (in forward, encryption position).

>x steckerboard
The steckerboard is an array of wire terminals, one for each letter, arranged in a typewriter pattern. There are ten “stecker” wires which may connect together pairs of terminals. [You might try “stecker a to b” to make such a connection, “unstecker x” to unplug the wire connected to x, or just “unstecker” to tear the lot out.]

“x” is steckered to “e”
“f” is steckered to “g”
“y” is steckered to “j”
“o” is steckered to “n”
“m” is steckered to “r”
“c” is steckered to “a”
“i” is steckered to “z”
“l” is steckered to “s”
“u” is steckered to “v”
“b” is steckered to “d”

>x wheel i
This is one of the five wheels in the Enigma set, its ten cogs in sequence bearing the numbers 1 3 5 6 8 11 20 2 4 7.

>x wheel ii
This is one of the five wheels in the Enigma set, its ten cogs in sequence bearing the numbers 23 11 14 5 7 9 1 6 2 10.

>x wheel iii
This is one of the five wheels in the Enigma set, its ten cogs in sequence bearing the numbers 4 16 7 21 11 22 8 17 1 3.

>x wheel iv
This is one of the five wheels in the Enigma set, its ten cogs in sequence bearing the numbers 25 24 23 1 5 10 15 6 8 7.

>x wheel v
This is one of the five wheels in the Enigma set, its ten cogs in sequence bearing the numbers 6 18 5 4 21 23 14 2 8 17.

Ah! Okay, so the wheels have different numbers on them. This narrows down the possibilities for which is which. We know the first wheel must have an 11 on it, and the second wheel must have a 7 on it. II has both an 11 and a 7, IV has only a 7, and V has neither. Which means the wheels must come in the order II, IV, V.

The square red button is also implemented, but has no description. None of the other parts of the machine are interactible.

I think we’ve reduced our possibilities down to 10. I thought the wheels had 26 positions, but it looks like I was wrong about that—and 10 is a very feasible number to try by hand. I don’t think we can actually do Banburismus here, because that relies on multiple intercepts and their indicators (a mechanism the Germans used to encode the wheel settings), which we don’t have.

So let’s give this a try.

>get ii then put ii in machine
Taken.

You put wheel II (which is now at 23) into the Enigma machine.

>set ii to 11
You set wheel II (which is now at 11).

>get iv then put iv in machine
Taken.

You put wheel IV (which is now at 25) into the Enigma machine.

>set iv to 7
You set wheel IV (which is now at 7).

>get v then put v in machine
Taken.

You put wheel V (which is now at 6) into the Enigma machine.

>x v
This is one of the five wheels in the Enigma set, its ten cogs in sequence bearing the numbers 6 18 5 4 21 23 14 2 8 17.

Now for the steckers.

>unstecker
You unstecker all the terminals, and now have ten pairs of steckers free.

>stecker a to g
You stecker “a” to “g”.

>stecker w to c
You stecker “w” to “c”.

>stecker v to t
You stecker “v” to “t”.

>stecker u to j
You stecker “u” to “j”.

>stecker y to r
You stecker “y” to “r”.

And now…how do we type in the intercept?

>type hzsruuzstcrlumftbavtjifulzucnhsrivevvzffuzvoz
There’s nothing sensible to type into.

And also the Z-machine’s input opcodes can’t handle something that long.

>type h
You press “h”. Wheel II moves the letter eleven places back to “w”. Wheel IV moves the letter seven places back to “p”. Wheel V moves the letter six places back to “j”. Current runs back through the steckerboard, from “j” to “u”. Lamp “u” comes on.
Wheel II rotates to show 14.

[Your score has just gone up by one point.]

Okay! So this is really cool. We have a full simulation of the Enigma machine and its rotors. But this also means we have to type in each letter one at a time.

Let’s speed this up a bit.

>type h. type z. type s. type r. type u. type u. type z. type s. type t. type c.
[a lot of output]

Partway through this flood of messages:

[For more dramatic effects, you might try >type “message”]

Oh. Quote marks. Let’s try that. First, reset the wheel:

> set ii to 11
You set wheel II (which is now at 11).

Then:

>type “hzsruuzstcrlumftbavtjifulzucnhsrivevvzffuzvoz”
[To make this a little easier in future, you might like to “type intercept”.]

That’s even easier!

But as it turns out, we don’t need it, because here’s our first attempt:

You type “hzsruuzstcrlumftbavtjifulzucnhsrivevvzffuzvoz” at the Enigma machine, which works away producing “urgentadricanofdensivekmminentstoxadriapfstox”.

I didn’t think the Z-machine could actually handle this. I’m definitely impressed. And we got some excellent luck—the right wheel setting on our first try! No brute-forcing needed!

Breaking this into words, we’ve got URGENT ADRICAN OFDENSIVE KMMINENT STOX ADRIAPF STOX. The letter substitutions might come from the missing steckers, but in that case, we’d expect every F to become a D (and vice versa), and that’s not what we see. So Black might have just made a mistake. The Xs should probably be Ps, so that says STOP and ADRIAXF, but I have no idea what ADRIAXF is…

Wait. No. Look at the description from when we were pressing each letter one by one.

>type r
You press “r”. Current runs through the steckerboard, from “r” to “y”. Wheel II moves the letter seven places back to “r”. Wheel IV moves the letter seven places back to “k”. Wheel V moves the letter six places back to “e”. Lamp “e” comes on.
Wheel II rotates to show 9.

Current runs through the steckerboard for inputs and outputs! In other words, letters get steckerified when we type that letter, and when we output that letter! So let’s try steckering D to F, because of “Adrican” and “ofdensive”, and steckering X to P, because of the repeated word “stox”. If those aren’t right, we’ll try K to I, because of “kmminent”. And we’ll see if any of these make the last word make sense.

>stecker d to f
You stecker “d” to “f”.

>stecker x to p
You stecker “x” to “p”.

>set ii to 11
You set wheel II (which is now at 11).

>set iv to 7
You set wheel IV (which is now at 7).

>set v to 6
You set wheel V (which is now at 6).

>type intercept
You type “hzsruuzstcrlumftbavtjifulzucnhsrivevvzffuzvoz” at the Enigma machine, which works away producing “urgentafricanoffensiveimminentstopafriendstop”, which must surely be Black’s encoded message!

Just as you experience a moment of pure triumph, officers and boffins burst into the room, a crestfallen Corporal behind them. You’re seized at once, of course.

“My God,” says the leading boffin, “This spy has the secret of the machine! This compromises everything we keep hearing from ‘Agent Black’! Devilish cunning ploy.”

For you, though, such elevated debate is a thing of the past.

Inescapable Conclusion
The cell to end all cells, this one is remarkably bleak and secure. One can only pray for some supernatural escape.

[Your score has just gone up by one point.]

Oh! Okay!

So first things first. Black’s message was URGENT AFRICAN OFFENSIVE IMMINENT STOP A FRIEND STOP. Black was sending this information to…presumably the Germans, since they were using an Enigma. The fact that we deciphered it…proves that Black is a double agent? But why do they associate us with Black? And in 1941, surely they could crack this intercept on their own?

This part doesn’t really make sense to me. What do you all think? Any ideas on why our breaking this intercept saves history?

Second, we’re now in an inescapable cell. But we were just in another inescapable cell, and we know supernatural escape can come! We also have our full inventory, so we could just warp back with the clock, but the room description is giving us a strong hint—and I want to see the fully-completed Land.

>pray

Do you really deserve divine intervention, I wonder?

A fair question. But I think helping the Allies win WWII (or helping them win faster) is a much less ethically fraught action than assassinating Archduke Ferdinand and setting off WWI. That might have been a better time for moralizing.

The air here suddenly seems disturbed, and a kind of cloud gathers from light winds and currents.
From inside the rucksack, you hear a bell ring.

Ah, right on time!

>press device button
The cloud of disturbed air condenses into a kind of spherical ink-black ball, large enough to swallow you up whole.

And the ball can take us back to—

As suddenly as it enveloped you, the blackness begins to thaw and melt, like snow into an ash-grey slush which drifts and piles into landscape.

You have returned to the Land. Grim, monochrome steppes, wide and exposed beneath a brooding sky, the colour of boiled bruised potatoes. Bleak mountain crags surround a huge plain. The pyramid gleams gold like a beacon, like lamplight in the window of a farmhouse at night.

The Land, now complete, with all sixteen pieces in place! I’m making another save here as usual, and next session I’ll explore the areas that were shrouded by mist before. But first, I want to wrap up D3.

[ Footnote d3: ]

The Enigma (a modified commercial cypher machine) was considered absolutely unbreakable in Germany, but a team of mathematicians led by Newman and Turing found a laborious way to crack it, exploiting the fact that steckering is reciprocal (i.e. A goes to B means B goes to A). This technique was called Banburismus after Banbury, the town from which their supply of writing paper came.

Beyond paper, they used “bombes” - mechanical combination-checkers invented in Poland before its fall, and run by teams of girls sworn to secrecy who had no idea what they were doing - until finally Turing invented the computer: the valve-driven Colossus (which could execute a form of program with conditional branches).

Bletchley Park, halfway along the now-closed railway between Oxford and Cambridge, is no longer in use, and the huts (the Newmanry, after Newman, the Testery, after Major Tester, and so on) are demolished.

The real Enigma machine has a set of 8 wheels with 28 settings each, but the one in this game has the right idea.

The information found was an enormous (Churchill claimed, decisive) advantage to the Allied forces: from the Battle of Britain onward, essentially all German military communications were read, though less imaginative generals (notably Montgomery) often failed to act on these because they were too good to be true. (Amazingly, one of Rommel’s orders from Berlin actually reached Montgomery first.)

I mentioned above that Newman generally gets the credit for inventing the Colossus, but of course it was an enormous collective effort.

The puzzles in this chapter were definitely fun, and seeing a recognizable message come out of the Enigma was incredibly satisfying. But I’m still unsure what was actually going on here. Why were we a ghost? Why did the piece change its image? What was Black doing, and how exactly did we interfere with it?

Simulating an entire Enigma machine in Inform is still an impressive technological achievement, though, and I can forgive some narrative inconsistency for the sake of wedging this puzzle into the game.

18.txt (30.6 KB)
18.sav (7.5 KB)
land.sav (7.5 KB)

I’ve named this one simply “land.sav” since the Land is now complete. Next time we’ll explore it a bit more, and then decide where to go next!

(I also should really make a map for this area. I didn’t really think to, since everything is so disconnected spatially.)

5 Likes

I’ve been voting for this puzzle piece for a while now, expecting it to be super hard and wanting to get it over with. But you did the very hard in one go! Very impressive!

2 Likes

Well done!

I tried ever so many combinations before giving up and consulting the walkthrough. It seemed like there were too many variables to make the puzzle soluble. Now you’ve done it so quickly, I’m wondering if I missed something.

There was, though, an animal in that chapter, iirc.

2 Likes

I was told to FLY in the first part, which gets a very vital clue: which rotors to use. Without that it would have been intractible.

Ah, damn, you’re right! Time to go back and do that over again!

Fortunately, we know the combination now. And I’m pretty sure it’ll have to be in the first area of the second half, since in the first half I can’t interact with anything physical, and in the other areas of the second half I can’t see the outdoors at all.

3 Likes