JIGSAW - A text adventure by Graham Nelson - Part 1 on Disks 992 (PC), 1093 (ST) and 1011(Amiga) The main problems and puzzles by Bev Truter There are 16 jigsaw pieces to find, and 16 animals to sketch in 16 different areas or `episodes' in history. CENTURY PARK - 1999 1ST PIECE. Go E into the Beer Tent (don't forget to take the sparkler there), and when you exit again Black has dropped it on the ground. Go SE from Century Park to Behind the Tent, get rucksack, open box and search it, then take the strange device and the tagged key. In the Vestry open the piano stool and look in it - get Emily's sketch book; then look under stool and get charcoal pencil. In the Churchyard sketch the NIGHT-JAR. Go to the corner of the park where you see the monument, and climb it. Examine the lightning conductor, then "melt conductor", down, enter monument. Inside the monument look under table to find the 2ND PIECE, and clean table to reveal the puzzle board. Aha! Fiddle about with it, and when you put each piece in the correct position, it will pulsate with light and show a picture. You can then travel to the corresponding area in time by typing (eg) "push a1". After solving an area and returning to the Monument, you can't go back to that area, so be careful not to leave things behind - you never know what might come in useful for another area. The ormolu clock returns you to the Monument after the alarm rings - so remember to "get clock" and cart it around with you on your travels. To give yourself the maximum time in each area set it to 59 (turn hand/clock to 59). You can always return from an area by typing "turn hand to 1". The device opens a time window in each episode when you have "solved" the temporal crisis there (if you push the button when it makes a noise), and tells you what year it is in each episode. Drop unwanted/unused items in the Corridor with the locked case, otherwise your room description at the table will get clogged up with all the dumped items. ARCHDUKE FERDINAND - FLAT OVERLOOKING STREET Unlock the dresser with the tagged key to find 3RD PIECE. Shake hands with Black for an extra point. Listen to what Black says, then examine the rifle he/she gives you. "Switch catch off" and wait until the Archduke arrives, shoot Archduke, sketch HORSES. Black takes the device from you, so watch what he/she does (enter ball), then return to Monument by the ormolu clock method. Black has returned the device here. THE TITANIC On the Boat Deck move deckchairs so you can reach Black's chair, get book and open it, get elegant key and read book - distress code is CQD. Get the jacket from the Gymnasium, then go to the Cabins and unlock Black's door with the elegant key. Look under wardrobe and get kd (Kaldecki Device) and another note from Black. Get long key from table and open porthole - 4TH PIECE falls to the floor. The kd tells you the number of jigsaw pieces in each area (turn kd). Wear jacket and go to Smoking Room, wait until Guggenheim mistakes you for a crew member and gives you a letter. Go to Palm Court and give letter to Miss Shutes, examine ouija board, get 5TH PIECE. Go to Wireless Room and unlock door with long key. There's a morse key here and a Morse Code chart. You need to send the CQD distress call, so read the chart and type it in using "dah" and "dit" with no pauses in between. Return to Monument via clock. If you decide to use the time window, turn off the alarm on the clock, but remember to turn it back on again if you want to exit from another area using the clock. (The alarm signals that you only have a few seconds left before you are automatically whisked back to the Disc Room). ALEXANDER FLEMING - CLARENCE WING Sketch the white MICE in Asthma Lab. Go to Fleming's Lab. and search the dishes on the bench to get the petri dish. Move certificate - 6TH PIECE. When Fleming leaves a trunk behind, push trunk east then put dish on trunk. Wait. Fleming returns, finds the dish and dashes off in excitement. PROUST - STREET IN PARIS Go North to the Streets of Paris, and follow all the people you meet until you find a flask of absinthe. Drink absinthe, dance with Black - Avenue Kleber. You can now get the coin and give it to the boy in the lift. Go to the Top Floor, get 7TH PIECE, then down to 5th floor. Get tray - it's the 8TH PIECE; and the madeleine, then go to Maison du The. Put madeleine in tea, eat madeleine - transported in a dream to your schooldays. Swing pendulum and you're back in the Tea-shop - the paperole stuck on the clock is now on the floor. Get paperole and return to Proust's apartment; drop paperole and you've restored the final passage of his last book. If you return by the time window via The Land you'll see that each jigsaw piece placed in the correct part of the board opens up a corresponding section of The Land - you can't do anything yet, you need to complete all 16 pieces of the jigsaw first. LENIN - ON THE TRAIN Go E to the English Compartment, get uniform and wear it. Open trunk and search it, get little key, unlock door of west compartment. Search man to find a permit, then go S to the Russian's Carriage. Talk to soldiers and ask them about the pashka - take it and go to the Guards' Van. Give pashka to boy and he'll let you take the paper. Get paper and give it to Lenin, he signs it, get chit and go NW to Queue. Wait until you're in Smoking Compartment. Look under bunk, open grille, get ashtray (9TH PIECE), put piece in vent, go S, then to the Back of Train. Get bomb, throw bomb - you've saved Lenin's life. Return to Monument via clock or time window. THE BEATLES - ABBEY ROAD Wait until Black starts humming, kiss Black. No pieces or animals to find here. THE WRIGHT BROTHERS - KITTYHAWK Get paper dart and throw it several times, go to Railing, examine crowd, sketch DOG. Go to Machine Shop, get mandolin and play it a few times until you can play Vivaldi. Go to Kitchen, put bread in mousetrap, wait for mouse to inspect the trap, then sketch MOUSE. Go up to the bedroom in the loft and get the cap to find mosquito powder, then go D,W,N to the bottom of the hill. Examine the anemometer - shows the wind speed increases and decreases in cycles, so you'll have to distract the brothers for a short time so that the next time they attempt to take off, the Flyer will catch the peak of the wind cycle. Wait at bottom of hill until you see Orville, then play the mandolin twice - he'll stop to listen. Wait, the Flyer takes off successfully, examine Flyer, get square - 10TH PIECE. You end up at the Beach, wait until you can get the bottle, then read the message from Black. Go to Machine Shop and examine heater. Shake powder, put bread in holes, wait until heater explodes, get lid - it's the 11TH PIECE. Return to Monument. WILDERNESS/SNOWLANDS Sketch the snow GOOSE, then wander about in the Snowy Forest and sketch the LEOPARD. Take the seed and broom from the Shed, then go Up from the Tundra to a Rocky Crag, get cable. D,D to the Basin. Sweep snow, examine disk, tie cable to ring and go down. Examine missile, open hatch, enter, press green button then blue button. Exit, get piece (12TH PIECE), Up, untie cable, Up. Drop seed to distract goose, go W to the Copse of Trees, throw cable at nest, pull cable (twice) - the puzzle piece which formed the base of the nest tumbles down, get piece (13TH PIECE). @~To be concluded in Issue 49 - o -