JIGSAW - A text adventure by Graham Nelson - Part 2 on Disks 992 (PC), 1093 (ST) and 1011(Amiga) The main problems and puzzles by Bev Truter @~Continued from issue 48 THE GHOST B-29 BOMBER This is a long episode, so turn the alarm off on the clock. Go to the Cockpit, push CUTENG/L (cuts the left engine). Sit in chair, turn on radio, get up and push AUT/P (autopilot). Go to West Bomb Bay, examine hole and control, push control (RES/F - reserve fuel). Put everything in your rucksack and drop it, then examine locker and get safe, go to East Bomb Bay and drop safe, get rucksack and go to Cockpit. To reduce altitude push control column forward until your altitude is 800 - 550 feet. Wait until you have about 25% fuel, and a few turns later you will see a "dark forest rushing under you". Push LOWER/U (lower undercarriage) and you'll see a landing strip, "land" plane. Push REL/B (you hear a clunk as the Bomb Bay doors are opened), Exit (twice), E, examine parachute and get gadget. Put gadget on safe, open safe, get folder and shelf which is the 14TH PIECE. Put all in rucksack, and get captured. Wait until the wind blows the door open, N, get rucksack, S. When you see the patch of disturbed air push button on device, put Black in ball, enter ball. You have to use the time window in this episode, to get Black out with you. The gadget opens the case at the Monument, and the model of the Park is 15TH PIECE. IMPORTANT! Get this jigsaw piece before travelling further with the gadget. CABBAGE FIELDS - THE ENIGMA MACHINE Examine the typewriter (3 wires not plugged in), and examine the paper on the floor and write down what you see - the 2 numbers at the top change from game to game. As a ghost you can fly, so fly in the Barn and outside - you end up back at the Monument, where the picture on D3 has changed, push D3 again. Remove and drop any uniform you may be wearing, get spent cartridge, E, look in window, sketch MALLARD. Wear the cap you find here, then get caught, and answer "poacher" to Corporal's question. In Hut 31 - open crate, remove machine, examine intercept on wall. Examine machine, examine wires, look in crate - you see 5 wheels, but the machine only needs 3. Get wheel II and put it in machine, turn it until you see the first number on the Wehrmacht paper from the barn. Do the same with wheel IV, turn it to the 2nd number on the paper. Put wheel V in machine. Type "unstecker" to clear anything from the machine, then type "stecker a to g" etc. until you reach the end of list. You need to find the last two combinations, which are d-f and p-x. Put the machine into decryption mode by pulling the lever, then type "type intercept". If you don't get the decoded message, push the red button and turn wheel V and "type intercept" again. Repeat this until you can read the message and you get imprisoned - wait, and escape via the time window. ON THE MOON Get Atlas, and when Black mentions Littrow, "look up Littrow in atlas". The co-ordinates are different, so show the atlas to Black. Turn off the alarm on the clock, and wait till Othello lands on moon. Get in the lunar rover and turn joystick on to drive it. Wander around and pick up the gnomon, green clod and sunshade. Climb the boulder at Station 6 Rock and open the pod with gnomon to get Waldo and paper. Explore, and put sunshade on rod to fix the crack in it. Leave the reactor door problem for later and wander about until you see the astronauts' rover, get out and go SW, examine their rover - you need the fender from it. Take Waldo back to the Othello to program him(?) - you can't do this outside wearing the spacesuit and gloves. The commands are on the paper, but you need to program in the number of times Waldo has to execute each command. The sequence needed to take him in a square around the crater edge and back to you is: type FORWARD 2 (takes Waldo along the eastern rim to SE corner) type RTURN 2 (turns Waldo west) type FORWARD 2 (takes Waldo along the southern rim to SW corner) type RTURN 2 (turns Waldo north) type SAMPLE 1 (Waldo gets the fender) type FORWARD 2 (takes Waldo along the western rim to NW corner) type RTURN 2 (turns Waldo east) type FORWARD 2 (takes Waldo along northern rim and back to you) Go back to the crater rim and distract the astronauts by throwing the green clod. Drop Waldo, turn Waldo until he's facing south, push pink button. Wait and watch - Waldo returns carrying the fender (16TH PIECE). Now back to the Silver Cairns to put the fixed fuel rod inside the reactor using the existing program you typed into Waldo. Drop Waldo, drop all, put cable in socket/Waldo, push pink button, get rod and put it in reactor when the door opens. Wait until Waldo starts his return moves, when the cable slackens and the reactor door will close. Get Waldo - this causes his program to abort. Return to the Othello, then back to the Monument. THE BERLIN WALL Get the rope beside Spree River, then back to the Alley where you can see hares in No Man's Land. Climb fence, SW, sketch HARE, SE, climb fence. Take the key and note from the purse you find in the apartment on the Precarious Balcony. Go N from Checkpoint Charlie and unlock the Skoda. Turn Skoda on to drive it north, give note (ie the 50 Ostmarks) to cleaner, and he'll toss you a note from Black. Return to the Derelict Apartment in the Skoda and leave the engine running. Search masonry to find a trap door, D,SW, tie rope to cables, then Up through manhole - tie rope to axle of Skoda. Return to Skoda and drive off - this solves the temporal crisis here. You end up on the Precarious Balcony, wait for the time window to arrive. RUSSELL SQUARE - THE SUFFRAGETTES Near the Fountain - get newspaper, and put the bread or madeleine in fountain to lure the nightingale down, sketch NIGHTINGALE. Find the bobby and examine him, throw newspaper at handcuffs, get handcuffs and go back to Black. Handcuff Black to railings. EGYPT - THE SUEZ CANAL Break door, go to Bathroom and get soap, return to the Hotel Room. Open the shutters, catch mosquito with soap, sketch MOSQUITO. Wait until a hook and rope are thrown, D, D to a refuge on the barge. Examine Black, examine cans - you find a strongbox. Wait until Black gives you the signed paper, read it then examine the deck. Open the strongbox with the gadget, and Black promptly takes the gadget from you. Kiss Black, and next morning the time window arrives. Push button (on device) to form the black ball so Black can leave as well. ENDGAME - THE LAND Talk to the Gatekeeper - you have to destroy the pyramid which is the Kaldecki Machine. Ask gatekeeper about amulet, ask gatekeeper for amulet, wear amulet, go E from The Hinge. Get the cage and rod, wave rod SE of Pyramid. Sketch PTERODACTYL, SPIDER and APES. Get grenade at Toll Gate, and explore - you'll discover the river runs under the pyramid. Pterodactyl grabs grenade from you NE of Pyramid, go N to Scree Fall and wait there until a large rock rolls down and knocks you over. Go S, N again to get all, S again before you get killed. You've now got a white rock, so go W, drop rock, get rock, and the pterodactyl swoops down to drop the grenade in the woodpecker's nest and takes the rock instead. Shake tree, and it falls across the river - the grenade lands on the other side. Sketch WOODPECKER. Go W to the Glacier where you startle a rabbit - it's afraid of the black rod, so drop rod, E,E. The rabbit heads off west but stops when it sees the rod. Follow the rabbit west, and it runs south over the tree. Get rod, go to apes, sketch RABBIT. An ape has the grenade, but they will mimic everything you do, so throw rod at rabbit, the ape copies you, and the grenade bounces off to the east. Get rod, go E to the Culvert and the spider. Carrying the rod, go back to the woodpecker and put woodpecker in cage (the rod attracts him). Return to the spider, open cage, the woodpecker flies out and the spider tries to grab it, the grenade is shaken from the web, get grenade. The grenade is stuck to your hand, so wash grenade in river - the polluted river dissolves the stickiness. Now go to each corner of the Land and rub the amulet until a gem falls to the ground - it's random at which corner this happens, and there's only one gem. Go to where the river flows under the pyramid (NE or NW of Pyramid), pull pin, throw grenade in river, wait until it explodes somewhere below the pyramid.... CENTURY PARK - 1900 Go NW to the drawing competition and give Emily's book to Toby, he gives you a teddy bear as a consolation prize. You need to have at least 4 sketches of animals in the book - you can't finish the game if you're missing the teddy bear. Go SE, E to the Exhibition Tent, and when you return W to Century Park Black will be there. You've foiled Black in every episode, and destroying the Pyramid has finally stranded you both in the past. What to do? Give bear to Black, and you toddle off together to live in the 20th century. End - o -