------------------------------------------------------------------------
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
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
-------------------------------
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.