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Jigsaw (Jigsaw_Nelson.txt)

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                        JIGSAW by Graham Nelson
                        Solution and Walkthrough
                         Gareth Rees, July 1995
------------------------------------------------------------------------


PROLOGUE: CENTURY PARK
----------------------

The prologue to "Jigsaw", like the prologue to "Adventure", is a matter
of collecting equipment and finding your way into the rest of the game.
But it's not just an object-finding exercise, it's a matter of
collecting the major themes of the game: is it the end of the twentieth
century, and the game will explore the whole of twentieth-century
history; there are fifteen minutes to go before midnight, and each
remaining minute corresponds to one of the fifteen remaining episodes in
the game; and you get to see the traces left by Grad Kaldecki and the
stranger in black (who you will be trailing after for the rest of the
game).  But enough fore-shadowing, on with the game.  First is a light
source...

    east
    get sparkler
    south

... and a clue to a hidden location behind the tent.

    west
    get jigsaw piece
    southeast
    get rucksack
    examine crate
    get key,device
    examine rucksack
    examine key
    examine device

The description of the rucksack is an allusion to "Curses", hinting that
the protagonist of "Jigsaw" is the same as the Meldrew heir in Graham's
earlier game (though nothing else is made of this hint).  The
significance of marking "A.4" will become apparent later.  It is not a
coincidence that the reading "99" on the curious device is the same as
the last two digits of the current year.  The inscription "tempora
mutantur, nos et mutamur in illis" means "times change, and we change
with the times".

    northwest
    northeast
    east
    examine statue

Grad Kaldecki's motto "felix qui potuit rerum cognoscere causas" means
"happy is he who is able to know the cause of things.  Ironic, because
one of the morals of "Jigsaw" is that causes are very uncertain things
indeed.

    east
    open stool
    get sketch book
    look under stool
    get pencil
    west
    west
    sketch nightjar

The significance of the sketchbook won't become apparent until the very
end of the game.  But for now, all you need to know is that sketching
animals is a useful thing to do.

    southwest
    west
    up
    light fuse
    down
    enter pyramid
    south
    examine case
    open case

Leave the case for later.  You appear to be trapped inside the pyramid,
so let's hope you've done everything from the prologue.

    east
    look under table
    get jigsaw piece
    examine it
    examine table
    clean table
    examine board

Now some of the mysteries are reasonably clear: the game is going to
involve a jigsaw-piece-collecting exercise, with the end of the game on
completion of the jigsaw.  The marking "A.4" on the crate suggests that
the corner piece goes at location a4 (you may have to "turn corner
piece" a few times to get it the right way round), and the pencilled
"Southwest?" on the centre piece suggests it goes southwest of the centre,
namely at c2 (again, you may have to try it in several orientations
before it fits).  Luckily, the board itself tells you when a piece fits.

Note that the status line has changed; the mysterious numbers are your
score, the number of jigsaw pieces successfully entered into the board,
and the number of turns so far.

    [put corner piece at a4]
    [put centre piece at c2]
    get clock
    turn hand to 59

The pyramid and jigsaw turn out to be a baroque time machine, and the
clock is the device for controlling it.  You are advised to experiment
for yourself, but in summary: turning the clock's hand lights up the
board; if the alarm is on and the clock reaches 0, then you are
transported back to the pyramid from whatever time zone you are in.  So,
off you go:

    press a4
    press c2


CHAPTER 1: RICOCHET
-------------------

    examine device
    examine street
    examine cafe

It's June 1914, and you're in Sarajevo.  What could be more ominous?
And then Black enters.  Black is a strange character, partly villain,
and partly love-interest.  You'll find as you progress, that you are
doomed to trail around history in Black's wake, fixing the problems left
behind.  But you had better be polite to start with.

    shake hands
    examine black
    z.z
    say no to black
    unlock dresser with key
    open dresser
    get jigsaw piece from dresser
    sketch horses
    ask black about sarajevo
    ask black about kaldecki
    ask black about archduke
    examine rifle
    turn safety off
    ask black about pyramid
    examine student
    z.z.z.z.z

Black's plan is to assassinate the student, thus preventing World War I.
Might that not be a good thing?  Millions of men died in savage and
futile battles in the fields of northern France.  But it turns out that
you have no choice here: you must preserve the course of your own
history, regardless of how bloody, brutal and senseless it is.  This
attitude to history is a strange one: on the one hand history is so
fragile and contingent that the slightest push can topple it into chaos,
and on the other, there is only one true version of history that must be
preserved at all costs.

    shoot archduke
    z.z.z.z.z

The deed is done, history is safe, and you have a plot and some clues.
Black intends to improve history; you know however that this cannot
work.  When a crisis in history has been resolved, a "cloud of disturbed
air" appears, and with the aid of the curious device it is possible to
condense this cloud into a time window (the black sphere) and enter a
mysterious realm called "the Land".  But without the device, you cannot
go there yet, and must resort to the clock.

    turn clock to 1
    wait
    examine disc
    northwest
    get curious device
    [put the edge piece at c1]
    turn clock off
    turn clock to 59
    press c1


CHAPTER 2: ICY CALM
-------------------

    get times, note
    read times
    read note
    southwest
    north

You turned the clock off because you'll be spending more than an hour in
this time zone.  The note is addressed to "White", which must be you
(the good one, as opposed to the villain Black).  Where are you?  It is
1912, you are on an ocean liner, the notepaper is "White Star Line", and
you have just collided with an iceberg.  Could it be that you are on
board the H.M.S. Titanic?

    south
    east
    up
    read notice
    west
    get jacket
    wear jacket
    east
    down
    west
    south
    west
    north
    open box
    get syrup
    west

The Titanic appears to be sinking as expected, despite the calm of the
passengers and crew.  How could the course of history be affected?  If
you wait near Benjamin Guggenheim (disguised as an officer), you will
eventually receive a secret letter to deliver.  But of course, you'll be
leaving the ship by time-travel, not by lifeboats, so you'd better find
someone to act as courier for you.

    [repeatedly wait until Guggenheim gives you the letter]
    examine secret letter
    west
    examine ouija board
    say hello to miss shutes
    give secret letter to miss shutes
    look
    get jigsaw piece

The jigsaw piece must be very big to have passed as a ouija board!  The
clue here is that anything square and coloured white or grey is probably
a jigsaw piece, so you had better be on the lookout.  Now you need to
find your way into Black's cabin:

    east
    east
    up
    move chairs
    get boy's book
    read boy's book
    again
    get door key
    down
    south
    east
    north
    east
    remove jacket
    east
    say hello to captain smith
    ask captain smith about titanic
    ask captain smith about lifeboats
    unlock door with door key
    open door
    east
    get long barrelled key
    look under wardrobe
    read second note
    examine kaldecki detector
    spin it

The Kaldecki detector is a device that detects jigsaw pieces; it rings
the bell when you haven't found all the jigsaw pieces in the time zone.
Luckily, the missing piece is close at hand:

    open window
    get jigsaw piece
    spin kaldecki detector

So there are no more to find here.  What about that towel you saw the
stewardess take away, the one with all the mathematics on it?

    west
    stewardess, give me the towel
    examine towel

The towel tells you when and where the time window will open.  Remember
this information.  Now you must make sure that the secret letter gets to
safety by ensuring that the S.S. Carpathia is around to pick up the
lifeboats.  Recall from reading the "Boy's Book of the Sea" that the
distress prosign is CQD (actually, by the voyage of the Titanic, the
International Maritime Convention had agreed on the new prosign SOS -
but the radio operator on the Titanic sent both).

    west
    up
    unlock door with long key
    open door
    wear jacket
    east
    examine charts
    dah.dit.dah.dit
    dah.dah.dit.dah
    dah.dit.dit

You have now saved history from disaster.  If you want to visit the Land
now, then go to the place written on the towel, wait for the right time
(just before the ship sinks) and activate the curious device.  However,
there'll be plenty of time to visit the Land later in the game, so you
can escape using the clock instead:

    turn clock on
    turn clock to 1
    wait
    northwest
    [put the edge piece at b1]
    [put the corner piece at a1]
    turn clock off
    turn clock to 59
    press a1


CHAPTER 3: AND ONE PERCENT LUCK
-------------------------------

Actually, there's no particular reason to choose A1 rather than B1;
Jigsaw has few dependencies between its time zones, so you have a lot of
freedom about which order to visit them in.  This solution chooses one
ordering; there's no reason why you shouldn't choose a different one.
It's a good idea to spin the Kaldecki detector at the start of a time
zone to see if you need to search for jigsaw pieces, and to spin it
after you pick up each jigsaw piece to see if there are any more.

    examine device
    spin kaldecki detector
    open upper door
    open lower door
    down
    sketch mice
    north
    examine bell jar
    look under bell jar
    read typed note

It's 1928, and Alexander Fleming is about to discover penicillin.  With
your help, that is.

    south
    east
    up
    get certificate
    get jigsaw piece
    spin kaldecki detector
    search dishes
    get mouldy dish

Fleming should have come in by now and deposited his suitcase (if not,
wait a bit).  He doesn't appear to be a very observant man, as he's
missed both you, and the mouldy petri dish.  How to bring it to his
attention?  He would notice something as large as a suitcase in the
wrong place:

    examine suitcase
    push suitcase east
    put dish on suitcase
    [wait until Fleming finds the mouldy dish]
    [wait until the disturbed air appears]
    press white button
    enter black ball
    z.z

And now you're in the Land.  The Land is a four-by-four grid of
locations, each one corresponding to a square on the jigsaw board.  The
locations covered in thick mist correspond to the jigsaw pieces that you
haven't placed in the board yet.  There's nothing much to do here at the
moment, though it's mostly harmless to explore (but if you go southeast,
then east three times, you'll regret it).

    southeast
    southeast
    northwest
    [put centre piece at c3]
    turn clock to 59
    press b1


CHAPTER 4: TEMPS PERDU
----------------------

    examine device
    spin kaldecki detector
    south
    get coin
    north
    north
    get figaro
    read le figaro
    north

It's 1922; Proust is soon to die in Paris, and the manuscript of "A la
Recherche de Temps Perdu", one of the greatest novels of the twentieth
century, is almost finished.  (If Proust was searching for his lost
time, what are you and Black searching for?)

Now you are lost in a maze, but fear not! it isn't difficult.  Wait for
a while, and you'll see various authentic Parisian characters go past.
Which way are they all going?

    [follow the Parisiens until you find the absinthe]
    get absinthe
    drink absinthe
    dance
    south
    south
    get coin
    north
    open door
    east
    enter lift
    give coin to boy
    boy, u.u.u.u
    boy, u.u.u.u
    get centre piece
    spin kaldecki detector
    boy, d.d.d
    get out
    east
    read invitation
    get madeleine
    eat madeleine
    get tea tray
    get edge piece
    spin kaldecki detector

A crucial passage of "A la Recherche" has escaped; clearly you must find
it or else history will be wrecked for lack of it.  (Perhaps not every
reader of Jigsaw will have quite such a high regard for Proust's novel
as Mr Nelson clearly has.)

    west
    enter lift
    boy, down
    get out
    west
    south
    west
    get paperole
    drink tea
    put madeleine in tea
    eat madeleine
    swing pendulum
    get paperole
    drink tea
    east
    north
    east
    enter lift
    boy, up
    get out
    east
    drop paperole

History is safe, yet again.  Note that here is wasn't Black who
interfered, but you, because you were desperate to collect all the
jigsaw pieces.

    wait
    press white button
    enter black ball
    z.z
    east
    southeast
    northwest
    [put the edge piece at b4]
    [put the centre piece at b2]
    turn clock to 59
    press c3


CHAPTER 5: NO COMPROMISE
------------------------

    examine device
    spin kaldecki detector
    get pravda
    read pravda

It is April 1917.  The Russian Revolution is in full swing, Lenin is on
his way to Moscow, and Black plans to delay or stop him.  Once again,
the right thing to do is debatable.  Stalin killed or exiled millions of
his countrymen; might it not have been better if the Revolution had been
stopped, or diverted?  But you have little choice in the matter.

    east
    get british army uniform
    examine trunk
    open trunk
    search trunk
    west
    unlock door with little key
    open door

No doubt the tied-up British officer is the work of Black.  You
shouldn't wear the British army uniform quite yet, because the soldiers
won't talk to you when you're wearing it.  Now a couple of get-x-give-x
puzzles follow:

    west
    examine man
    search man
    east
    south
    get pashka
    ask soldiers about pashka
    get pashka
    ask soldiers about lenin
    ask soldiers about russia
    ask soldiers about train
    north
    remove sixth officers jacket
    wear british army uniform
    north
    examine lenin
    northeast
    get blank paper
    give pashka to mischa
    get blank paper
    southwest
    give blank paper to lenin

The signed chit give you permission to use the smoking compartment and
have a cigarette.

    northwest
    z.z.z.z.z
    z.z.z.z.z
    get tray

You have a jigsaw piece.  But it's not so easy to keep it, because if
you leave the smoking compartment carrying it, the angry passengers
relieve you of it (even if you hide it in your backpack).  You could of
course escape using the clock, but it's cleverer to find another way of
disposing of it - which incidentally reveals Black's dastardly plan -
and the "lack of ventilation" is a clue.

    look under bed
    open grille
    put jigsaw piece in grille
    south
    northeast
    north
    get jigsaw piece
    spin kaldecki detector
    get bomb
    examine bomb

The bomb is clearly the work of Black, but it's not clear in what way
history was supposed to have been changed.  But still, it's easy to save
Lenin:

    throw bomb from train
    south
    remove british army uniform
    z
    press white button
    enter ball
    z.z
    northwest
    northwest
    [put the edge piece at a2]
    turn clock to 59
    press a2


CHAPTER 6: WISH YOU WERE HERE
-----------------------------

    examine device
    spin kaldecki detector
    examine window
    look through window
    examine young men

It is August 1967 and the Beatles are having trouble with their latest
album.  Black intends to ruin the fabric of the British musical industry
by planting 1970s progressive rock tunes into the fertile soil of
psychedelic rock-and-roll.  Since violence is not an option, there is
clearly only one way of stopping up Black's mouth:

    kiss black
    z.z.z
    press white button
    enter ball
    z.z
    south
    southeast
    northwest
    turn clock to 59
    press b4


CHAPTER 7: IN THE WILDERNESS
----------------------------

    wait
    examine device
    spin kaldecki detector

It's 1975 and we're somewhere in North America: probably Canada or
Alaska.  It's in such wildernesses as this that the USA keeps its
nuclear deterrent, pointed across the north pole at the cities and
military bases of the Soviet Union.  Black's clearly been up to no good,
but whatever cunning plans were hatched have gone wrong.  Perhaps you
can right them?

    examine snow goose
    sketch snow goose
    east

The snow goose isn't the only wild animal around here.  If you wander
around in the forest, then eventually a snow leopard will stalk up to
you, and wait around while you draw its portrait (but they don't have
snow leopards in Canada...).

    [find the snow leopard]
    sketch snow leopard
    [find the Tundra again]
    up
    get cable
    down
    west
    examine nest

The nest is clearly another jigsaw piece.  To get it you need to use the
cable, but you also need to distract the snow goose.

    southwest
    get broom
    get seed
    northeast
    east
    drop seed
    west
    throw cable at nest
    pull cable
    pull cable
    get jigsaw piece
    spin kaldecki detector
    east
    up
    get cable
    down
    down
    brush snow
    look
    tie cable to ring
    down
    examine missile
    open hatch
    enter missile

The moral of this episode seems to be that fooling around in time can
create crises where there were none to start with.  Is this your fault,
or Black's?  But you have a quest to find the jigsaw pieces, so you have
no choice but the create the crisis and then avert it:

    press green button
    press blue button
    out
    get jigsaw piece
    up
    z.z.z.z
    z.z.z
    press white button
    enter ball
    z.z
    west
    southwest
    northwest
    [put corner piece at d4]
    [put edge piece at c4]
    turn clock to 59
    press b2


CHAPTER 8: 59 SECONDS, 852 FEET
-------------------------------

    examine device
    spin kaldecki detector
    get paper dart
    open paper dart
    read herald
    east
    wait
    wait
    get bottle
    west
    west
    examine flyer
    examine crowd
    examine dog
    sketch dog  

In 1903 the Wright brothers made the first powered heavier-than-air
flight.  It seems as though Black has decided not to interfere here, but
you still need to help the brothers along a bit, because the aileron
from the "Flyer" is another jigsaw piece, and they're hardly likely to
let you just walk off with a piece of their plane, unless the flight
were a success and they'd all run off to town to telegraph the news.

    east
    get anemometer
    get corn bread
    in
    get mandolin
    play mandolin
    again
    again
    again
    out
    north
    examine anemometer
    again
    again
    again
    again
    again

The wind speed in Dune Valley varies in a cycle of five turns, and the
brothers try out the flyer once every five turns.  Unfortunately, the
two cycles are synchronised so that the brothers launch just one turn
too late to get the strongest headwind.  If only you could delay them
for three turns, they'd have a chance.  Luckily Orville is fond of music,
so wait until Orville has landed here (now, for example, if you're
following the walkthrough exactly), and then:

    play mandolin
    again
    again
    z.z.z.z.z
    north
    examine flyer
    get aileron
    spin kaldecki detector
    up
    in
    examine heater
    get lid

The second jigsaw piece is the lid of the heater, but it's not easy to
get.  If you could put out the fire, perhaps the lid would cool, so maybe
there's a way to stop up the air holes.

    put corn bread in air holes

Well, it almost worked.  Perhaps you can deal with the mouse.

    east
    put bread in trap
    [wait until the mouse pauses, inspecting the trap]
    sketch mouse

But the mouse is quite capable of avoiding the trap.  But you can prevent
the mouse from entering the kitchen by finding the evil-smelling
mosquito powder in the attic:

    west
    up
    get book
    read it
    get cap
    get box
    examine box
    down
    shake box
    get corn bread
    put corn bread in holes
    get jigsaw piece
    west
    west
    press white button
    enter ball
    z.z
    southeast
    northwest
    [put the edge piece at d3]
    [put the centre piece at b3]
    turn clock to 59
    press c4


CHAPTER 9: THE HIGH POINT
-------------------------

    examine device
    spin kaldecki detector

Now the rules have been changed.  Black is not interfering with an event
from the history you know, but from some other history.  How can this
be?  Perhaps Black is from some alternate present.  Might it be
conceivable that Black's present is a disaster, and that Black's clumsy
muddlings in history are an attempt to produce something better?  This
would give Black a more honourable motive than seems plausible from what
has happened so far, but on the other hand it's very hard indeed to
believe that our own present is the best of all possible worlds.

    get rukl
    read rukl
    examine black
    look up littrow valley in rukl

Black has mixed up the coordinates for Littrow Valley, so you had better
make sure that Black sees the correct ones.

    give rukl to black
    ask black about astronauts
    ask black about disaster
    ask black about othello
    z.z.z
    down
    enter rover
    turn joystick on
    southeast
    get gnomon
    examine gnomon

As well as being used by astronaut Schmitt, the pun is of course also a
reference to Infocom's game "Trinity" (though that was a different kind
of gnomon).

    northwest
    north
    north
    get green clod
    examine green clod
    north
    examine challenger
    read plaque
    north
    get foil
    east
    climb boulder
    examine pod
    open pod
    press button

The pod has three buttons; coincidentally the gnomon has three legs.

    open pod with gnomon
    get waldo
    examine waldo

The word "Waldo" to refer to a teleoperated device comes from the Robert
Heinlein novel of that name, about a severely physically handicapped
genius who attempted to rule the world by remote control.  Waldo was
also the name of one of the teleoperated robots in the Infocom game
"Suspended".

    get checklist
    read checklist
    southwest
    enter rover
    west
    south
    west
    get out
    examine reactor
    examine cable
    pull cable
    open reactor
    examine rod

You can't take the fuel rod without dying from radiation poisoning (and
no doubt giving the Apollo 17 astronauts a shock when they find your
body).  But you can make it a bit less likely to break by bandaging it:

    wrap rod with foil
    drop all
    get rod
    put rod in reactor
    drop rod
    get all except rod

No doubt you will suffer nasty cancer of the hands in later life from
handling the plutonium rod, but for now you don't seem to be suffering
radiation poisoning.  However, you can't hold the rod and open the door
at the same time, so you need some help.  Luckily Waldo can come to the
rescue.  The puzzles involving Waldo are great fun, and you would do
well to experiment with the robot before coming back to the solution.
You need to be in the "Othello" to program it; simply "type x y", where
"x" is a command (rturn, lturn, forward, sample) and "y" is the number
of times the actions should be repeated.

However, it's a bad idea to solve the reactor puzzle straight away,
because when you do that, the time crisis will be resolved, and Black
will steal your spacesuit, leaving you unable to find the jigsaw piece.
So you should find the jigsaw piece first, and then come back to the
reactor.

    enter rover
    west
    southwest
    get out
    southwest
    examine astronauts
    examine rover

The Apollo 17 rover's fender is a jigsaw piece, but you can't approach
it without revealing yourself to the astronauts.  Perhaps it's possible
to distract them; since they're looking for interesting geological
samples, perhaps they would appreciate the green clod?

    throw green clod at astronauts

Since sound does not travel in vacuum, the astronauts don't hear the
thud of the rock landing.  But you still can't approach the rover.
However, Waldo is smaller than the crater rim, so if you can program
Waldo to walk round the crater, get the piece (using its sampling arm)
and return, you could get away without alerting the astronauts to your
presence.

    northeast
    enter rover
    northeast
    east
    east
    south
    south
    south
    get out
    up
    type forward 2
    type rturn 2
    type forward 2
    type sample 1
    type rturn 4
    type forward 2
    type lturn 2
    type forward 2
    down
    enter rover
    north
    north
    north
    west
    west
    southwest
    get out
    southwest
    look
    drop waldo

Waldo needs to be facing south for this program to work, so:

    turn waldo
    again
    again
    again
    press pink button
    z.z.z.z
    z.z.z.z
    z.z.z.z
    z.z.z.z.z
    get jigsaw piece

Now its safe to go back and solve the reactor puzzle.  First you need to
re-program Waldo:

    get waldo
    northeast
    enter rover
    northeast
    east
    east
    south
    south
    south
    get out
    up
    type clear
    type forward 2
    down
    enter rover
    north
    north
    north
    west
    get out
    drop all
    attach cable to waldo
    examine waldo
    press pink button
    get rod
    put rod in reactor
    unplug cable

Oops.  Now Waldo appears to be stuck: you can't pull out the cable
without slamming the reactor door.  But Waldo is still programmed, so
you simply turn it round and set it going again.

    turn waldo
    again
    again
    again
    press button
    wait
    unplug cable
    get all
    enter rover
    east
    south
    south
    south
    get out
    up
    z.z.z
    press white button

It might be interesting at this point to look up all the places you have
been in the lunar atlas.  The atlas understands: Bear Mountain, Emory
Crater, Horatio Crater, Lara Crater, Mare Serenitas, North Massif,
Sculptured Hills, Shorty Crater, South Massif, Taurus-Littrow Valley,
Tortilla Flats, Tycho Crater, Velikovsky Crater, Victory Crater,
Vitruvius Mountain, and Wessex Cleft.

    enter ball
    z.z
    west
    northwest
    northwest
    [put edge piece at a3]
    turn clock to 59
    press b3


CHAPTER 10: THE GHOST OF THE B-29
---------------------------------

You're on board a B-29 bomber, flying over the north Pacific ocean.
Somehow, the left engine has become damaged (perhaps the bomber was
fired upon, or perhaps it was just an accidental engine failure).  The
crew have parachuted out, and taken all the parachutes with them.  Your
only hope is to land the plane, but you don't have enough fuel to make
it back to the USA, and will have to attempt a landing on Soviet soil.

This puzzle is difficult.  If you've failed to solve it so far, and need
some help, read the following.

The last two indicators on the status line of the cockpit are the
plane's bearing in degrees (clockwise from north) and its position
(x,y).  The buttons which you can use are AUT/P (autopilot), CUTENG/L
(turn off the left engine), CUTENG/R (turn off the right engine),
LOWER/U (lower the undercarriage) and REL/B (open the bomb bay doors).
If you need more fuel, then you should cut the left engine, go to the
west side bomb bays, and press the RES/F (reserve fuel) button.  You can
do this as often as you need to.

The radio in the navigators chair is picking up a signal from a Russian
base.  The radio has a three-figure display, showing the bearing of the
plane from the base; you should head in the direction 180 degrees from
this bearing.  Finally, if you clean the pinup of Diana Durbin, you'll
find a secret message.  If that doesn't help, try heading for the
position (1945,1970); an error of +-100 is acceptable.

Finally, if even the above doesn't help, here's an example walkthrough:

    north
    push throttle
    turn aut/p on
    z.z.z.z
    z.z.z.z
    z.z.z.z
    z.z.z.z
    press cuteng/l
    south
    southwest
    west
    press res/f
    east
    northeast
    north
    turn aut/p off
    pull throttle
    pull throttle
    turn aut/p on
    push column right
    z.z.z.z
    z.z.z.z
    z.z.z
    push column
    again
    again
    again
    again
    again
    again
    z.z.z.z
    z.z.z.z
    z.z.z
    press lower/u
    land

You've landed the B-29, but the crisis isn't over; you've merely arrived
in the right place.  Black has been double-dealing with the Soviets and
the Americans, for the usual convoluted reasons.  You must make sure
that Black and all other traces of the future are removed before the
Soviets get their hands on them.  You will notice (if you type `out')
that you won't be able to get back into the plane if you get out.  So
first, you need to get the heavy safe out of the plane so you can deal
with it on the ground.

    put all in sack
    drop sack
    south
    southwest
    examine locker
    get safe
    west
    drop safe
    east
    northeast
    north
    get sack
    press rel/b

Now you can leave the plane.  But you must be quick, the Soviet army
will arrive soon and take you prisoner.

    out
    again
    east
    examine chute

The gadget is a magical device for opening locked boxes of any kind.
The "RZ-ROV" appellation is a reference to the "rezrov" spell in
Infocom's game "Enchanter" (and sequels) which had much the same effect.

    west
    put gadget on safe
    open safe
    get beige folder
    examine beige folder
    examine safe
    get shelf
    put all in sack

Now you're in captivity, and Black has clearly been interrogated under
sedation.  What can he have told his captors?  You must hope that they
don't believe him.

    black, hello
    z.z.z.z.z
    north
    get sack
    south
    press white button
    put drugged body of black in ball
    get beige folder
    get gadget
    enter ball
    z.z
    southwest
    northwest
    [put jigsaw piece at d2]

Now you only have one jigsaw piece missing, and it's time to remember
the glass case in the entrance to the pyramid.  You couldn't open it
earlier, but now you have the RZ-ROV gadget.

    west
    put gadget on case
    get gadget
    examine case
    get jigsaw piece
    east
    [put jigsaw piece at d1]
    turn clock to 59
    press d3


CHAPTER 11: BANBURISMUS
-----------------------

    examine soldiers

The rules have been changed yet again.  Now you are in the past in a
ghostly form, unable to do anything except move around, examine things,
and (taking advantage of your incorporeality) jump, and fly.  The
information to be gained here is quite important, so remember everything
you see here, especially the first two numbers on the paper (call these
numbers X and Y).

    in
    examine black
    examine paper
    examine typewriter
    examine wardrobe
    jump
    fly
    out
    fly
    northwest
    examine d3

You'll notice that the picture on the jigsaw piece has changed, so
perhaps you aren't finished with this time zone.

    turn clock to 59
    press d3
    examine device
    east
    get cloth cap
    wear cloth cap
    look through window
    sketch mallard
    west
    north
    corporal, poacher

It's 1941, and Black's plan this time is to be a British agent, spying
on Germany for the British and sending messages in the Enigma cipher.
Knowing Black, the messages will give misinformation of some sort.  If
you (a suspected German spy) can decode Black's message, the people at
Bletchley Park will think that Black is actually a double agent, and
proceed to disbelieve Black's misinformation.  So all you have to do is
to decode Black's message.

Before you go to the walkthrough below, think for a moment of Turing and
Newman and the other Bletchley Park cryptographers.  When they were
stuck, they couldn't go to a walkthrough.  They didn't have information
magically obtained by a ghost.  And if they failed, worse things were at
stake than merely failing to win an adventure game!

If you're really stuck, then try the following:

    read intercept
    examine crate
    open crate
    again
    get enigma
    examine enigma
    get wheel ii
    get wheel iv
    get wheel v
    put wheel ii in enigma
    put wheel iv in enigma
    put wheel v in enigma
    unstecker
    stecker a to g
    stecker w to c
    stecker v to t
    stecker u to j
    stecker y to r
    turn machine off

Why all the above?  You know that Black must have been using code wheels
II, IV and V because wheels I and III were on top of the wardrobe.  You
know five of the steckerboard connections because they were written on
the torn scrap of paper.  You also know that there are two more
connections to make (the remaining three wires could be seen dangling
from Black's machine).  The machine has two modes (on and off), each of
which decodes messages encoded by the other.  State on is typically used
for encoding and off for decoding.

How to decrypt?  You know the settings for wheels II and IV (they were
on the torn scrap of paper) and there are only ten settings for wheel V.
Try all ten possibilities.  Because there are only two stecker
connections missing, you expect that about 8/26 letters will be wrong
(this is because each letter has two opportunities to be transformed by
the steckerboard, and there are four letters involved in the unknown
connections).  Look for output that might consist of English words if
about a third of the letters were changed.  Try to guess some of the
wrong letters, and see if you can make stecker connections that correct
these letters.

If you couldn't work this out on your own, then here's a walkthrough:

    stecker d to f
    stecker x to p

Then try the following with Z one of 6, 18, 5, 4, 21, 23, 14, 2, 8 or
17, until you get it right.

    set ii to X
    set iv to Y
    set v to Z
    type intercept

Well done if you solved it on your own, shame if you had to resort to
the walkthrough!

    z.z.z
    press white button
    enter black ball
    z.z
    north
    northwest
    northwest
    turn clock to 59
    press a3


CHAPTER 12: OLD CARTRIDGE CASES
--------------------------------

    examine device

It's 1989, the year that the Berlin wall fell.  This is the most recent
historical episode in "Jigsaw"; presumably (in the author's opinion),
nothing world-shatteringly important has happened since then.

    west
    north

You may have no chance of escaping through no-man's-land, but hares roam
there:

    climb wall
    southwest
    sketch hare
    southeast
    climb wall
    north
    get rope
    south
    south
    south
    in
    up
    get berliner
    examine berliner
    get purse
    open purse
    get cyrillic key
    get ostmark note
    down
    out
    east
    north
    unlock skoda with cyrillic key
    open skoda
    enter skoda
    turn skoda on
    south
    examine blockhouse

If you wait, then you'll see Black fail to get in to East Berlin, but
you still feel uneasy.  Perhaps this is one of those time zones where
History needs a helping hand from you.

    north
    north
    [wait for the street cleaner to appear]
    give ost-mark note to street cleaner
    look
    read delivered note

Black, for some reason, wants the Berlin wall to stay standing until
1991, but you have other ideas.  It's your job to make sure that the
people of East Berlin are given the opportunity to express the power of
the people.

    west
    west
    south
    out
    in
    examine masonry
    look under masonry
    down
    southwest
    examine cables

Perhaps if the telephone system of East Berlin were brought down, then
the police wouldn't be able to react quickly enough to stop a mass
demonstration?  You can't pull the cables out by hand, but maybe with
the awesome power of the Skoda's engine?

    tie rope to cables
    up
    tie rope to skoda
    northeast
    up
    out
    enter skoda
    north
    z.z
    press white button
    enter black ball
    z.z
    south
    southwest
    northwest
    turn clock to 59
    press d4


CHAPTER 13: OUT OF THE EAST
---------------------------

    examine device
    get eagle
    read eagle

1956, the year of the Suez Crisis.  Black has brokered (or attempted to
broker) some kind of peace deal between the British and the Egyptians.
Once again, it falls to you to ensure that war, rather than peace,
breaks out.

    open hotel room door
    hit hotel room door
    north
    examine photo
    northeast
    get soap
    southwest
    south
    open shutters

If you wait around for a while, then the mosquito bites you and
(somewhat improbably) you immediately die of malaria.  You could use the
mosquito repellent from Kitty Hawk (this is the first dependency between
the time zones), but if you catch the mosquito you can sketch it.

    catch mosquito
    sketch mosquito
    drop soap
    [wait until a grappling iron is thrown up to the window]
    out
    down
    black, hello
    examine cans
    examine signed paper
    get metal strongbox
    open it
    show metal box to black
    put gadget on metal box

Black steals the gadget from you if you are observed opening the box
with it.

    open metal box
    get all from metal box
    examine passport
    examine charter

You need to destroy the agreement, which turns out not to be a difficult
task:

    examine deck
    kiss black
    z.z.z
    press white button
    enter black ball
    z.z
    northwest
    northwest
    northwest
    turn clock to 59
    press d2


CHAPTER 14: CHRISTABEL, MY DEAR
-------------------------------

    examine device
    spin kaldecki detector
    examine bobbies
    examine suffragettes
    in
    black, hello

The women's suffrage movement is going strong in 1912 (but women won't
get the vote until 1919).  Black is up to no good; it looks as though
the petrol bomb is intended to be the cause of a great disturbance and
to somehow advance the suffrage cause.

    get poster
    read poster
    again
    southeast
    sketch nightingale
    get corn bread
    put corn bread in fountain
    sketch nightingale

This use of the corn bread - or the Madeleine cake or the Berliner - is
the third dependency between the time zones.

    get newspaper
    read newspaper
    southeast
    examine bobby
    listen to bobby
    get handcuffs
    throw poster at handcuffs
    get handcuffs
    northwest
    northwest
    handcuff black to railings
    z.z
    press white button
    enter ball
    z.z
    north
    northeast
    northwest
    turn clock to 59
    press d1


CHAPTER 15: INTO THE DARK
-------------------------

    examine device

Here you are, at the other end of the century.  Perhaps at last you will
get some answers to all the questions you have by now...

    north
    ask gatekeeper about machinery
    ask him about kaldecki
    ask him about black
    ask him about jigsaw
    ask him about land
    ask him about me
    ask him about time
    east


CHAPTER 16: THE LIVING LAND
---------------------------

    east
    sketch pterodactyl
    get rod

The black rod with a star on the end is a reference to two early
adventure games which used this as a prop, namely Crowther and Woods'
"Adventure" and Infocom's "Zork".  Various other references to these
games will appear as you proceed.

    northeast
    wave rod

Waving the rod could cause a crystal bridge to appear in both
"Adventure" and "Zork".

    north
    east
    get grenade
    northwest

You will need the grenade to destroy Kaldecki's machinery, but
unfortunately the pterodactyl thinks that the grenade is an egg.  You
need to persuade it to relinquish it.

    [wait until a largish rock knocks you over]
    get all
    southwest
    get oval rock

Now the pterodactyl thinks the oval stone is an egg, too.  If you wait
long enough, it will deposit the grenade in its nest at the top of the
tree and take your stone.

    examine tree
    push tree
    [wait until the pterodactyl takes the stone]
    push tree
    sketch woodpecker
    west

The rabbit is scared by something in your possession.  In "Adventure",
there was a bird that was scared by the black rod.  Here, the same is
true of the rabbit.  The rabbit doesn't like the black rod, nor does it
like the pictures in the location corresponding to square A2.  So you
can corner it and force it across the bridge.

    drop rod
    east
    east
    west
    south
    sketch apes
    sketch rabbit

Now the apes have the grenade, and it's hard to persuade them to
relinquish it.  If you experiment a bit, you'll see that the apes copy
everything you do.  You could drop an item (and the apes will drop the
grenade), but they're faster at picking it up than you.  Instead,
persuade them to throw it away.

    throw ticket at rabbit
    west
    enter pagoda
    get cage
    out
    east
    east
    east
    sketch spider
    get grenade

Now the spider has the grenade (this is a game of pass-the-parcel).
Perhaps the woodpecker can help?

    west
    west
    north
    catch woodpecker

Catching a bird in a cage was a puzzle in "Adventure" (you had to not be
carrying the rod, otherwise the bird was scared).  Here you have the
opposite: the bird is tamed by the rod.

    west
    get rod
    east
    catch woodpecker
    east
    south
    east
    open cage
    get grenade
    drop grenade

The grenade sticks to your hands.  But the acid in the polluted river
emerging from the pyramid can get rid of the glue.

    put grenade in river
    west
    west
    pull pin
    put grenade in river
    z.z.z.z


EPILOGUE
--------

You have come full circle.  The start of the game saw the end of the
twentieth century; now you are back at the beginning.  And the
significance of the sketch-book finally becomes apparent.

    northwest
    toby, hello
    give sketch book to toby

You need to sketch at least four animals before you can get a prize in
the drawing competition.

    southeast
    east
    examine cases
    west
    black, hello
    ask black about kaldecki
    give teddy bear to black

If you've been following the script exactly, you will have scored 100
out of 100, giving you the rank of Centurion, and you'll have got 16 out
of 16 in the drawing competition.