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DELRON
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The Puzzle Box Walkthru
Author: Richard Otter
Date: 2007
ADRIFT 4.0
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Carefully examine the box on the table and the picture.
The puzzles remain the same each time the game is played but the answers will
change.
Puzzle 1
Examine either the barn windows, potatoes or the ducks. They will be in one of
three positions, set the five switches to these positions.
Puzzle 2
Examine the church clock and add five minutes to the time displayed. Set the
hour and minute hands to this time.
Puzzle 3
Examine the farmyard, hedge, church windows, rainbow or water. You will see
seven colours, set the seven dials to these colours.
Puzzle 4
Examine the weatherwane or signpost. The dial needs to be set to the opposite
plus one. So, if it is pointing north the correct answer would be south-west.
Puzzle 5: Examine the graffiti on the bridge, the sacking on the scarecrow and
the signpost. These will reveal the three towns needed.
Puzzle 6:
Convert the miles on the signpost to roman numerals - L=50, X=10, V=5, I=1
So, 176 would be LXXVI.
Puzzle 7:
Examine the farmyard and count the pigs.
Puzzle 8:
The required symbol is on the ceiling of the room.
Puzzle 9:
The required symbols are on the trees in the woodland or on the barn windows.
Puzzle 10:
Examine the trees in the woodland and the either the fence or potatoes in the
field. This is a binary puzzle with a gap being the zero.
11111111 represents: 128 + 64 + 32 + 16 + 8 + 4 + 2 + 1 equalling 255.
So for example, 10011101 represents: 128 + 16 + 8 + 4 + 1 which equals 157.
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