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DELRON

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The Puzzle Box Walkthru
Author: Richard Otter
Date: 2007
ADRIFT 4.0


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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