Archive for the ‘ferret’ Tag
Sort of a matter-the-fact update this time, but I wanted to finish writing up the remaining phases.
(Prior posts on Ferret here.)
I’d left off last time in the middle of a dark maze which still needed mapping. I’ve finished that, at least:

This might look clean, small, and pleasant to map, but keep in mind (in addition to it taking a while to realize the map was on a regular grid) any “wrong direction” will teleport you to a random spot in the maze. So I had to test every direction, with something like (holding onto a picnic box)
DROP BOX; NE; SW; GET ALL
and see if this picks up the box. Then repeat for every single direction. I made a big cut-and-paste that tested every direction at once, but I still needed to check after which ones were valid.
As I mentioned last time, one room had a life vest, and one had a puce transparency.
-> look at transparency
There is insufficient light available to discern any meaningful information from the transparency.
I have not found a place with sufficient light.
The maze held one more secret (as discovered by K), back where I had found the life jacket.
-> D
Below Stairs
You are in a small poorly lit room carved from rock. Above you is another room with a low wall. There is a rickety staircase leading to the room above at the western end of the room.
Exits: —- ——– U-
There is a life jacket here
-> PULL ON STAIRS
The rickety staircase wobbles and groans and slides ungracefully to one side revealing a dark and dingy exit.
-> LOOK
Below Stairs
You are in a small poorly lit room carved from rock. Above you is another room with a low wall. There is a rickety staircase at the eastern end of the room.
Exits: N— ——– —
There is a life jacket here
-> N
Grizelda’s Chamber of Correction
You are in a small poorly lit cavern carved from rock. Scratched into the rock is a quotation.
Exits: -S– ——– —
There is a leather wallet here
-> READ QUOTATION
Mong the Magnificent, King of Throb, Ruler of the Vibrations, Artisan of the Pulsating Wobblers was universally revered for his insights into the art of personal pleasure, usually of an exotic nature. It is assumed that he had discovered some incredibly good blow before coining this wonderful quip, full of deep thought and liberating enthusiasm:
“It could be that 0123789 is a number pure and simple, representing, say, the number of days since a given start point, possibly denoted by some other equation. Alternatively, it could be symbolic, with, for example, 9 and 0 denoting some simple code, one that often stares people in the face.”
Or, just maybe, Mong has sustained such physical and mental abuse in pursuit of hedonistic pleasure that he had gone completely barking.
Curious! I might guess 0123789 is a “telephone” code (the way “2” stands for ABC on a regular telephone dial) but 0 and 1 don’t have letters attached. I have yet to get the number to do anything, but that can be filed under “information that might be sent backwards in time”. If we go with the “number of days” hint instead, that’s 339 years long. What would the start point be?
Moving on to phase 14! I mentioned glancingly on my quick survey that it has a fragile floor.
Entrance Hall
A large spacious area without seats and benches probably provided for the convenience of the passengers using the railway.
The flooring seems a little strange and has a hollow feel to it.
Exits: N— ——– —
-> jump
Boingey, boingey, boinge! This is jolly wizzer fun. Uh oh, the floor appears to be suffering from your bouncing affections. Lordy, you seem to have hit the resonant frequency of a section the floor timbers which becomes dislodged and clatters to the floor of the room below. As you were jumping on the floorboards at the time you are rudely deposited in the room below with a resounding thump on your little botty.
Basement
You are in a small dimly-lit area with a steep ramp providing a route upwards.
Exits: -S– ——– U-
Just past this is yet another set of riddles-in-rooms, with the twist that the riddle given has its answer in the room after the one it appears.
Preface
A pleasant airy place with a high ceiling and a stairway leading down. Hanging from the centre of the ceiling is a microphone. You can just discern what appears to be a soft voice whispering around the room.
Exits: -S– ——– -D
-> listen
The ethereal voice is somewhat indistinct and appears to be repeating: “The average hydrogen atom, number of neutrons it has?”
That is, the answer here is zero, but that gets typed into the next room.
-> s
Old Nick
A pleasant airy space with a high ceiling. Hanging from the centre of the ceiling is a microphone. The flooring seems a little strange and has a hollow feel to it. You can just discern what appears to be a soft voice whispering around the room.
Exits: N— ——– —
-> say 0
‘0’
There is a tremendous grinding of gears and the hiss of compressed gas escaping as the floor shakes violently, closely followed by the lower part of one of the walls lowering out sight.
All the riddles are numerical:
“Normally represented, the square root of what, the letter i by?”
“The number before the turn on the river?”
“One from the devil less the disciples?”
And eventually, they just stop. There is still a microphone described in the room, but there is nothing to listen to in the room before. The trick is to realize the riddles have been giving a pattern…
0, -1, 3, -6, 10, -15, 21, …
so the “non-riddle” rooms are simply solved by following the pattern.

The 5th triangular number, 15, being made into the 6th triangular number, 21, by adding 6 blocks. The pattern is just +1, +2, +3, +4, etc., except that it also alternates positive-negative.
The pattern continues for maybe a little too long. I get the impression the author(s) here really wanted to avoid a brute force solution, but this was trying too hard. (At least this wasn’t like Hezarin’s pit puzzle, where the authors went as far as sabotaging the save game system in order to avoid people solving the puzzle through brute force.)
-> say 406
‘406’
There is a tremendous grinding of gears and the hiss of compressed gas escaping as the floor shakes violently, closely followed by the lower part of one of the walls lowering out sight.
-> l
Devil
A pleasant airy space with a high ceiling. Hanging from the centre of the ceiling is a microphone. The flooring seems a little strange and has a hollow feel to it.
Exits: N–W ——– —
-> n
Satan
A pleasant airy space with a high ceiling. The flooring seems a little strange and has a hollow feel to it.
Exits: -S– ——– —
There is a silver obol here
The flooring does suggest further jumping carnage, but nothing seems to work. There’s also one dark room that gets lit up once you start solving riddles, but I haven’t found anything useful there.
Prototype
An area with a low ceiling. The feeble ambient lighting appears to be seeping through the ceiling.
Onward to phase 15:
Holloway Museum
Opened 1957
A system of deep trenches created through the woods during the War of The Three Forests.
To confuse the enemy in the event of invasion the trenches changed direction many times with curves, rises and falls to disorient anyone unfamiliar with the layout. The difficulty of navigation was exaserbated by the many dark, interconnecting tunnels between the trenches. An intrinsic feature of the deep sheer-sided trenches was the propensity to flood during rainy periods, which mandated the need for regular and frequent maintenance of the drainage system. Regular users of the Holloways knew to follow the green arrows painted on the wooden signs if the water level started to rise.
An infosign provided by the Trustees of Holloway Museum. Digest and Enjoy.
This area consists of a subway, a raised platform with a cable overhead, and a building where almost all the floors are closed off, although you can climb to the roof and get reminded that yes, this is still the post-apocalypse.

An area of roof commanding a spectacular view of the surrounding country. Unfortunately, the vistas are quite depressing, showing as they do, a world of total devastation. The extensive earthworks continue off into the where you can some form of tall construction, reminiscent of the power delivery system from the old world. Hanging over the north wall is the ladder of a fire escape.
Exits: NS– ——– -D
-> n
Cradle of the Window Cleaners
You are in a cradle used by the esteemed Guild of Professional Window Cleaners to, er, clean the windows. To the south is a large building, to all other points of the compass nought but a view of terrible devastation. Above you is the ladder of a fire escape.
Exits: —- ——– U-
From the Cradle you can still go Up and out. If you have anything in your inventory, the Cradle will activate when you enter and get you stuck. (This may be just an indication to Not Do That, but even if you can get out, there doesn’t seem to be anything useful to do in the cradle?)
The ancient, and probably malfunctioning, automatic equipment that controls the cradle grinds into action, transporting the cradle down the building.
Cradle of the Window Cleaners
You are in a window cleaner’s cradle. To the south is a large building, to all other points of the compass nought but a view of terrible devastation.
Try as I might, I couldn’t extract any more clues or make any systemic discoveries past the fact the Cradle responds badly to weight. So I had nothing to do but to proceed to Phase 16 (Liberation) and get immediately stuck again.
Ticket Office
You are in what was probably a ticket office, though it is now hard to tell as the room appears to have suffered from a number of nearby explosions. The north end of the room appears to consist of an automatic barrier, to the right of which is a turnstile and a slot. Unfortunately all of the guidance instructions appear to have been obliterated at some time in the past.
The slot will eat items you put in there; nothing I’ve tried has activated it.
That means I’ve reached the end of the line! The book had some curious info, the lime transparency was unreadable, the number at the wallet was cryptic, but hopefully one of those will help on my next cycle through. Just to summarize:

It seems very likely that the information passing will then lead to getting new physical objects (other than the tan block I already mentioned), which then need to be taken forward in order to get a second round of information, which then itself needs to be sent back to the past, so we’re cycling through multiple times in order to truly finish this portion of the game.
I really want to lock in soon to focus on just finishing this before the end of the year, although I do have a one-shot Apple II game that will be dropping in (either with my next post or the one after). For anyone working on this, please feel free to amply drop whatever hints you want; this is far too messy for the solo approach.
(Prior posts on Ferret here.)
Last time I had left off in phase 15, on a roof with a “Cradle of the Window Cleaners” which I could, if holding enough items, cause to move downwards.
The ancient, and probably malfunctioning, automatic equipment that controls the cradle grinds into action, transporting the cradle down the building.
Cradle of the Window Cleaners
You are in a window cleaner’s cradle. To the south is a large building, to all other points of the compass nought but a view of terrible devastation.
I inquired from help via the authors who indicated that there was more to be found here; specifically the floor the cradle goes down to is determined by the player’s weight. So finding different floors is a matter of finding different weights.
Eventually I came up with holding the truck and robot from way back in Phase 8 (which I had been toting around not really expecting to use) gave enough weight to land on a floor:
Cradle of the Window Cleaners
You are in a window cleaner’s cradle. To the south is a large building, to all other points of the compass nought but a view of terrible devastation. The building has lost its curtain walls permitting access to the building.
Exits: -S– ——– —
-> s
Bluebottle
Apparently a conference room in an office block. The external curtain wall on the north side of the office block is missing allowing egress from the room. There is something written on a Nobo Board attached to one wall. There is a corridor to the east.
Exits: N-E- ——– —
You hear the cradle machinery whirring and receding into the distance.
-> read board
1. AVG
You hear the cradle machinery whirring and receding into the distance.
What follows is a giant office corridor, 10 tall, with rooms to the west and east, each with a letter excerpts as shown above.
Wallace Greenslade
Lobby area giving access to a pair of swing doors in the east wall and a corridor to the west. Painted on each door is a large number 4. There is\ some writing etched on one wall.
Exits: —W ——– —
-> read
20. GX
When listed in order, the excerpts came out to be
AVGVAGFFDVGGFXFVAAGFDGGGAAXFGVFGFXXXGAVFDGGVGVGGAXGX
which I already knew immediately how to solve. As I observed from a message in the sewer way back in Phase 9, there was a ADFGVX code grid that could be used for decryption as long as I had a message that only used those letters.

A code word is also required, but that turns out to be just FRET. The process of decipherment was then quite easy as I had already found a website to do it for me, so I eagerly awaited to see what new secrets I would learn, and found:
THIS AREA HERRING COLOUR OF RED
The entire 30-room floor is a red herring, as was the setup message from the Sewers. I’ve never played a cheekier game in my life.
Regarding the sewers, I already asked about a weird poster about someone’s “life’s research” to be passed on
Every story of lore had three protagonists, they say. Let’s call them A, B and C.
but I already inquired of the authors who indicated this bit was a red herring. So the only piece of information from there that might be left was hidden in a cake tin.
-> empty tin
Done.
-> break cake
The sponge crumbles to dust revealing a strip of ticker tape.
-> read tape
CMRD SMLNSK + PRCD STNDRD DRPFF PNT + NJY CHCLT BR + DSRPT CPTLST PGDG PWR SPPLY + NRCH TH LDRS T FR TH PPL + STOP
I’ll get back to this message later, but I will also say (inquiring further) that I have confirmation that the sewers from Phase 9 are a one-way trip. Assuming the information above is useless, that means the entire sewer section also is useless as there is no way to get what might seem like useful items (like the diving suit and the key) out.
But back to the Cradle first: it turns out while that particular floor was a red herring, with a little less weight you can visit the floor right before and get inside as well. There are no doubt many combinations that work; this one in particular does:
-> i
You are carrying:
an indigo pin
a gold key
a beautiful ruby rod
a security casket
a piece of linen
a puce transparency
a lime ticket
a chunky bracelet
a translucent fruit bowl
a silver obol
No messages on the wall, but rather: two interesting rooms I haven’t had much progress on. One involves a projector screen I assume the puce transparency goes on.
Sellers
Apparently an office in an office block. There is a corridor to the west. Hanging from the ceiling in front of the north wall is a projector screen. Next to the projector screen are two cords, one long and one short.
For the longest time I thought of “cord” as electrical cord; no, they’re just pull cords.
The long cord does nothing. The short cord kills you.
Your yanking behaviour activates the projector screen mechanism which appears to be faulty as its initial movement is to fall rapidly to the floor accompanied by a loud screeching noise. Unfortunately, you are in the drop zone and receive a glancing blow to the head. You feel absolutely nothing of course, but the dull spark that was your life has finally been extinguished.
You’ll be an ideal addition to the nearest wormery (which might eventually turn you into something useful if you don’t poison the worms first).
The other interesting room involves a kitchen with a heating element that can be activated, as well as a bunch of cupboards:
Opening the left cupboard reveals:
an osmium cube
an ebony pebble
a stick of chalk
a stick of charcoal
a driftwood branch
Opening the middle cupboard reveals:
a wire chip basket
Opening the right cupboard reveals:
a vinyl cup
a vinyl beaker
a vinyl spoon
Putting the basket on the heating element causes it to activate, but it overheats and causes the basket to stick.
A strange ethereal humming noise eminates from underneath the plexiglass. The plexiglass starts to glow, first red, then orange then white. You smell the acrid stench of burning from a long uncleaned surface. You appear to have discovered an automatic induction hob. Bang! A faulty one too. The food detection system seems to have inappropriately calculated the cooking temperature required resulting in some overheating, thereby welding the chip basket to the surface of the plexiglass.
If you also have one of the vinyl items inside, it makes a puddle of vinyl. Otherwise (with everything I’ve tried) it just gets vaporized. Voltgloss theorized we could somehow construct a helmet this way, and the fruit bowl mentioned earlier seems like it’d be the right size, but no: the bowl just gets vaporized. The one extra interesting element is you can put things inside of things; that is, you can put a beaker in the wire basket, and then put another item in the beaker. I don’t know if this nested technique helps at all.
I did manage to wheedle a few more hints from the authors other than the ones already mentioned. One involved the explosive in phase 11, and let me just re-quote the room in full.
Asylum from Enmity
A dank crepuscular room made from reinforced concrete as if to survive a blast overhead. There is some form of opening in the ceiling apparantly to permit the ingress of light and ventilation. Against one wall is a safe surmounted by a resin slab.
Exits: —W ——– —
The resin slab contains:
a mobile phone
some Semtex explosive
-> examine slab
The solid resin slab is rectangular and semi-transparent. It appears to contain a number of structures, principally a lump of Semtex explosive, embedded into which is a mobile phone comparable to many a Hollywood big time stylie bomb.
-> get slab
Do you know what happens to old explosives?
They become unstable to the point where any kind of disturbance can cause them to blow – literally. Your fussings appear to have provoked that senario. The bluebottles are swarming.
The hints were:
1. Have you found a scroll by The Honourable Society of the Party for Freedom from Persecution?
2. Have you found a communicator?
I have no idea what scroll is being referred to. The ticker tape (from the cake tin that I quoted earlier) is not a scroll but that’s the closest I’ve found. The communicator (from phase 10, after you go through charging it) does let you try to dial numbers, but I haven’t had anything other than a dial tone. I’m up the point I might make a very hardcore script to try every single number from 1 to 9999999 in the hopes one of them will work, but as always, I’m happy to get assistance from readers. I’m fairly sure I’ve given nearly every scrap of text in the game so far, except for one bit of graffiti I missed at the start of phase 10:
Blap, blap. This is fierce. Y, oh Y, does the posse go mental when I jive some symbols at ’em? All I said was “pi and mash”.
Otherwise no clue. Can anyone help?
(Oh, and I also found I could ring a bell at the lake to summon a ferry as long as I waited long enough — I wasn’t waiting enough before and thought there was no effect. However, this gets you immediately stuck on a rock blocking my way with a suggestive crack, like it can busted open with explosives. No dice prodding around there, either.)
(Prior posts on Ferret here.)

From the British “Operation Hurricane” atomic bomb test, October 1952.
I managed to wheedle out a few more hints from the hive-mind collection of Ferret authors; including the one from last time I still haven’t been able to utilize yet, they are
1. Regarding the exploding mobile phone:
Have you found a scroll by The Honourable Society of the Party for Freedom from Persecution?
Have you found a communicator?
2. You can lead an automaton to water…
You got very close before. Once you have taken the automaton to the gate you have to do something.
3. We can make a start on one of the harder puzzles in the game:
The pads in the theatre – have you found anything that may relate to a theatrical production given that the theatre might be on fire?
4. You found the Pier at the lake – notice anything about it?
Number 2 is the one we’ve made progress on, but brief discussions on the other three first:
1. Still not sure what scroll is being referred to here; last time I guessed the ticker tape…
-> empty tin
Done.
-> break cake
The sponge crumbles to dust revealing a strip of ticker tape.
-> read tape
CMRD SMLNSK + PRCD STNDRD DRPFF PNT + NJY CHCLT BR + DSRPT CPTLST PGDG PWR SPPLY + NRCH TH LDRS T FR TH PPL + STOP
…which as John Bruce observes, has + signs, suggesting addition, but I still haven’t gotten anything productive out of this. It is possible there is still a missing clue. The only other sincere clue might be that when getting scanned upon activating the communicator with the charger back in phase 10:
Darkins, you have failed to register with The Department for an excessive period. According to standard protocol you must text the first 8 characters of your Security Pass Number to 80085 immediately, whereupon you will be notified regarding your court hearing.
This suggests maybe the system uses five-digit numbers, but that’s very tentative. After the communicator activates you can type an unlimited number of times to test out designations, but I’ve always got a error signal.
3. The theater in question is one where if you pull a switch, you get a light going, but you also get blasted downstairs and blocked by a fire.
Click.
There is a not inconsiderable explosion as the ancient workings of the brass switch generate a miniscule arc of electricity which, combined with the methane gas, causes a conflaguration that knocks you bodily down the stairs.
Rehearsal Room
You are in a large circular area with a low roof. There is a stairway leading up from the room. In the middle of the space is a podium mounted upon which are four pads. The pads are designed in the shapes square, triangular, oval and round.
The triangular button consistently causes long beeps. The other three cause a short beep, and if pressed again, a long beep (but only if the same button is pressed twice in a row). This allows for morse-code type messages, although there are multiple ways of causing the short and long beeps.
This clue here suggests this particular poster is relevant:

I have now tried every version of 9-1-1, where 9 is long-long-long-long-short and 1 is short-long-long-long-long, but with no success.
One extra wrinkle to the whole proceedings is that the building eventually collapses.
There is a catastrophic crashing of blazing timbers as the theatre collapses. You are reduced to dust in the ensuing fireball.
However, if you duck into a nearby closet, the collapsing timer stops entirely. I highly suspect this is just a bug, but I wanted to mention it anyway. If we assume the timer limits our typing, the full text D-I-A-L-9-1-1 isn’t possible to enter, although it is possible to barely make it to N-I-N-E-O-N-E-O-N-E spelled out as letters.
I get the intuition we are on the right track but missing a small thing to make the result work.
4. I have noticed nothing at all special about the pier, but since I skimmed by it last time, let me excerpt the process of getting a ferry.
Viewing Deck
The path runs from a ravine to the southeast into a wide area of rock overhanging a beautiful lake to the north. The rock overhang forms a pier, which is fenced on both sides. At the end of the fence on the east side is a steel post, attached to which is an iron chain which disappears into a mass of swirling fog which hangs over the lake. Also attached to the steel post is a nautical bell.
Exits: N— —-SE– —
-> ring bell
Clang, clung, clang. It seems to be a little out of tune.
-> wait;wait;wait;wait;wait;wait
Time passes (yawn).
Time passes (yawn).
Time passes (yawn).
Time passes (yawn).
Time passes (yawn).
Time passes (yawn).
-> wait;wait;wait;wait;wait;wait
Time passes (yawn).
Time passes (yawn).
Time passes (yawn).
Time passes (yawn).
Time passes (yawn).
Time passes (yawn).
-> wait;wait;wait;wait;wait;wait
Time passes (yawn).
Time passes (yawn).
Time passes (yawn).
Time passes (yawn).
Time passes (yawn).
Time passes (yawn).
You can hear a strange clanking noise apparantly coming from the fog on the
lake.
-> l
Viewing Deck
The path runs from a ravine to the southeast into a wide area of rock overhanging a beautiful lake to the north. The rock overhang forms a pier, which is fenced on both sides. At the end of the fence on the east side is a steel post, attached to which is an iron chain which disappears into a mass of swirling fog which hangs over the lake. Also attached to the steel post is a nautical bell.
Exits: N— —-SE– —
A chain-powered ferry has hoved into view and neatly docked itself at the pier.
I included all those wait statements to emphasize just how much waiting is involved (and to explain why prior to getting a hint I bailed and went somewhere else before seeing the result). After landing:
Treasure Island
A wide area of rock overhanging a beautiful lake to the south. The rock overhang forms a pier, which is fenced on both sides. The north aspect of the pier continues as a road. At the end of the fence on the east side is a steel post, attached to which is an iron chain which disappears into a mass of swirling fog which hangs over the lake.
Docked next to the pier, to the south, is a ferry.
Exits: NS– ——– —
-> n
Alright Corral
A road running from north to south with steep rockfaces on both sides of the road which is blocked by a mass of fallen rock possibly from a mountainous outcrop overlooking the road. In front of the rockfall is a giant slab of rock with an irregular crack running from top to bottom.
Exits: -S– ——– —
Incidentally, despite the crack feeling like it could use some manner of explosive, it might not be the same explosive as the mobile phone. That’s in the same Phase as this lake scene; let me reproduce this image just as a reminder of the Phase order:

Back at the fire-theater (Phase 10) there’s a zinc key and a “sealed pvc vessel” downstairs, and if you shake the vessel and set it down it eventually explodes. While it could be related to the beeping puzzle it may be just that you need to survive the fire long enough to bring the vessel here.
All this lack of progress is counterbalanced by the “Once you have taken the automaton to the gate you have to do something” hint, referring back to Phase 9. Solving the puzzle opened a large new area which could almost have been a new Phase in itself, Phase 9b if you will.
Voltgloss managed to crack open the case more or less by fiddling until getting lucky, than reverse-solving what happened. This happened in the area with the automaton and the a very heavy “portable generator” which the automaton will follow when it is activated.

In the southwest corner of the area (where the map is a bit broken, that’s likely a bug) there is a bracelet.
The bracelet is rather chunky and ugly, not apparently designed for decoration nor adornment. Etched into the surface of the object is a caption: “Super Tag. 100% reliable, will not fail (excludes wear and tear, faults in manufacture, malfunction, act of bod, unexpected faults, misuse, unauthorised repair, high humidity, low temperature, frost, excessive heat, general use, authorised repair or any circumstance not foreseen or otherwise by the manufacturer. Terms and Conditions may be changed without owners consent, permission or notification. Changing the battery invalidates the warranty).”
The bracelet is the key for manipulating the automaton further. Sometimes it will try to pick up the generator and move around on its own; however, for some reason, it actively avoids the room the bracelet is in if it is moving independently (but it will still happily follow you into a room with the bracelet). There is no clue whatsoever to this. (I would expect maybe the bracelet to vibrate in the presence of the automaton, or something like that?) So if you go to the southeast corner of the map, which has a locked gate to the south, and lead the automaton there, and then seal off its exit by placing the bracelet to the north, rather than moving back and forth to the north and south in the two already-accessible rooms it will bust through the locked gate to the south and let you in the new area.
The automaton has liberated the generator and then decided to leave the area. Being an automaton it has no real conception of barriers as you or I might. Accordingly, it takes the one available route out and trundles serenely into the gate, bursting it open in the process. The automaton has left the scene.
I am frankly still baffled and I suspect something is broken in the code. But hey, progress!

Phase 9b starts with a “raised path”; not much to comment on about it, other than a “gated deadend”.
Raised Crossroads
A grassy pathway. The ground to the side of the pathway falls away rapidly and prevents access below.
Exits: NSEW ——– —
-> w
Gated Deadend
A grassy pathway. The ground to the side of the pathway falls away rapidly and prevents access below. To the west is a long high wall with an enormous wrought-iron gate set between two high stone columns. Atop one of the columns is a granite spheroid, the other column is vacant. Through the gate you can see another path heading towards the horizon in beautifully cultivated gardens which stretch as far as the eye can see.
It is tempting to think the same “automaton smash” trick works here, but my test came out negative. The automaton’s tendency is to move north/south, and additionally, the word “gate” isn’t even recognized by the parser at the gated deadend, suggesting the item doesn’t get used.
To the east is a cottage with a ghost.

The ghost starts to the room immediately to the north upon entrering, and seems to travel to one adjacent room if you move in any direction.
Hallway
A narrow connecting room.
Exits: NSEW ——– —
-> n
As you enter the room you are greeted by the incredible sight of a spectre in full frenzy. The ghost seems a triffle upset at your invasion of its privacy. The ghost aspect may be a little exagerated as your body is most manifestly invaded by an energy form you cannot comprehend.
Anyone got the marmalade, the toast is ready.
The big loophole is that it only is worrying about movement, and in at least one room you are allowed to attempt to move (even though it doesn’t work) causing the ghost to change rooms by one step. Fiddling with this allowed me to run and grab the two apparent items, a jade globe (probably a red herring but you never know with this game) and a security capsule, which is very interesting indeed.
Study
A small room with a writing desk, sideboard and chaise longue. There is a marble fireplace in the east wall.
Exits: N— ——– —
There is a security capsule here
-> examine capsule
The capsule appears very robust, possible because it is designed to be a secure item. It is cylindrical in form. Embossed along one side is the legend: “Property of FTS (Subway) Systems Ltd. If found, deposit in any mailbox with your name and address and a reward will be payable. Thank you.”
The southern portion is a little more elaborate, being manor with multiple floors.

Salon
This room is quite large. It appears to have been looted as all the contents of the room are absent. There is a spiral staircase in one corner of the room that leads down.
Exits: –EW ——– -D
-> d
Bibliotheque
This room is very large and softly lit. The walls are covered with shelves all of which have been deprived of their contents. One bookcase remains, apparantly still resplendent with books. There is a spiral staircase in the middle of the room that leads up.
Exits: —- ——– U-
-> read books
Although there is the appearance of books, in reality it is one of those illusions popular in Victorian England whereby the wall is painted in such a way as to mimic a bookcase full of books and thereby hide itself amongst the other bookcases in the library. Unfortunately, in this case, as all of the real books have been removed the false books stand out like a sore thumb.
One room might have another computer-where-you-type-riddle-answers sequence, like back in the office building. The problem being I can’t solve the first riddle, assuming it even is one.
Cabinet
A bare office. Running along the north wall is an old Pomme.
Exits: –E- ——– —
-> examine pomme
A standard edition Pomme consisting of an enormous cabinet running the full length of the room. The cabinet is surmounted by an industrial strength keyboard. On the front of the cabinet, below the keyboard, is a rocker switch.
-> push switch
Click.
There is a whispering of fans and a hum of mains flow.
After a brief delay you hear a computer generated voice intone:
AMCBHWAWALAHDNLH
One passage gets you stuck into a “Tres Tres Petite” chamber, whose only purpose for entering is to read a “scribble” (you can’t back out, but by now we’re seen plenty of circumstances where information is given in ways that can’t be part of the main save file.
-> read scribble
It appears that a builder from some distant time in the past (the language appears to be ancient estuarine) has left his calculations inscribed for posterity on the wall.
Wifdf = AX
Hiftf = BY
Lemff = 9782C310
This suggests a home for the “X” and “Y” graffiti moments earlier (Graham’s Number and Pi) although I’m unclear what the ramification is.
A “Bureau” has a table on a rug that can be moved to the side to reveal a trapdoor.
The trapdoor is somewhat ordinary and non-descript although the oak wood is quite beautiful. The trapdoor appears to be jammed by what looks like a tiny rectangle of mica.
(Yes, we have one of those — from solving the complicated crypto-crossword and getting the number sequence, we got a tan block where after trying to eat it we were granted a mica rectangle. This indicates a common pattern such that other rectangles are _very_ important or it indicates a common pattern where other rectangles are totally irrelevant red herrings.)
Finally, there’s a grab bag of other items in a side room, like a mirror, a transistor radio…
Although the box seems to be from an old-fashioned transistor radio it appears to have been modified to fulfill a different function. The top half of one side of the box features the original LED display, beneath which, etched into the surface of the box, is:
Model ZR186B
Prototype 7 (Multi-Terrain, All Weathers)
Get-u-there
Produced in association with
Phlegmatic Terrestrial Positioning Systems Ltd
All Rights Reserved.
All of the conventional radio controls have been removed and the box sealed. The surface coating of the box looks as if some form of water-proofing has been applied.
…a smudged pamphlet…
Report of the Vlandorf Expeditionary Force
Date: 27 November 1957
How long is it since we took a good look?
Could we ever find what we were looking for?
Once we analysed the text and found the missing “the”.
Luckily that led us to the location of the pylon.
Another thing that we should have thought of.
Unless we had made that expedition to Xepherous.
Xepherous gave us lots of clues as to when.
Eventually, though, we may just end up floating.
Your humble servant Obcequs, the Tharp of Tranydore.
…and an envelope with a “glossy voucher”.
A Jenny Talls Promotion
The Fashion Event of the year featuring:
Heady Grobuttucks
Noni Nonutts
Hugh Ampleforth
This voucher admits one only.
Non-transferable. Not for sale.
Validation Number: 55378008
(Ooh, a number! Toss it on the pile with all the other numbers.)
So in summary, this makes for concrete progress, but the kind of progress that provides more questions than answers.
Just when I think this game has reached maximum chutzpah, it ups the ante again.
(Prior posts on Ferret here.)

Close-up of a dusty Data General Dasher keyboard, via Reddit.
Perhaps moreso than any previous traditional adventure game I’ve played, the Phases 9-16 section of Ferret has felt like a Puzzle Hunt of the same nature as Masquerade or Alkemstone; lots of clues spread out where they have to be fit into a larger structure but without much guidance, and a large enough “landscape” (given the number of locations available) that the ability to “go anywhere” in a real-life Puzzle Hunt is mirrored here.
This carries the same unfortunate issue many Puzzle Hunts share which is combinatorial explosion. There are no so many clues and cryptic words and numbers that it is non-obvious what might match with what. If there is a clear surface similarity (like the giant red herring ADFGVX code) then the pieces can easily fit together, but otherwise there needs to be a second-order leap which isn’t highly motivated or obvious, making what might be a simple puzzle into something much harder. The best example of this is the crypto-crossword having some “starter clues” in a later phase, but it took a lateral leap of faith to try to apply one to the other. In retrospect the connection seems obvious, and maybe from the author’s standpoint it is, but from the player’s perspective there is no guarantee an attempt at connection will be fruitless. My discussion of second-order puzzles here is highly relevant, as are my thoughts about how adventure game puzzles typically involve abductive reasoning, yet authors don’t often account for this:
…with deduction, we have fully known rules and circumstances that when together force some kind of conclusion. With abduction, we have circumstances where we have to infer the chain of events, but it’s a probabilistic guess.
Abduction can be highly satisfying when it works, but the lack of guarantee of it working can cause a fair amount of strain in adventure game if there’s a long route between forming a guess and testing it.
Let me first get into a satsifying use of abduction. One room I mentioned in passing last time was a Bibliotheque with no books.
This room is very large and softly lit. The walls are covered with shelves all of which have been deprived of their contents. One bookcase remains, apparantly still resplendent with books. There is a spiral staircase in the middle of the room that leads up.
The bookcase can be pushed, which suggests a new area.
The bookcase revolves around a central vertical axis carrying you with it. After one revolution the bookcase grinds to a stop returning you to your original position. During your journey you perceived a brightly lit tunnel, possibly carved from rock, leading away from you.
However, the bookcase’s full revolution is an issue; it seems like it would be helpful to jam something, but none of the items I was trying were helpful. The leap here is to realize that this is similar to a scene way back at the Deslination Plant which involved riding a canoe. If you’re holding a long pole (which is a pretty natural thing to do at this puzzle, I assumed it was going to be used for paddling) it gets jammed up all on its own:
As you surge onward down the canal the banks narrow to a width where the pole wedges itself between the banks. As you were holding it at the time you are physically lifted out of the canoe which charges off down the canal.
The flow of the canal reduces to a mere trickle and then to nothing.
Swinging on a Pole
You are swinging on a pole above a dry area of canal bed. It’s very cold here.
This is what we want to happen. So, we’ve had precedent that long objects will automatically jam into things if carried, and we need to jam something. This suggests a “javelin” that has been sitting out the open would be useful to be holding (it is heavy enough it is not likely it would be in the player’s inventory accidentally).
The bookcase revolves around a central vertical axis carrying you with it. The javelin you are carrying is forcibly jammed between the bookcase and the wall, unceremoniously throwing you forwards.
Adit
You are in a brightly-lit tunnel cut through rock.
There isn’t enough data to call this induction; this was still clearly a guess based on the information that could have failed. If the javelin had failed, though, it isn’t too long a side-trip to pick it up, and more solving attempts could have easily been made after.
On the other hand, there is the puzzle I solved which still involved picking up on a subtle clue, yet required so much work to even test that it brought annoyance rather than satisfaction. Let me go back to the ghost house:
Study
A small room with a writing desk, sideboard and chaise longue. There is a marble fireplace in the east wall.
There is a security capsule here
-> examine capsule
The capsule appears very robust, possible because it is designed to be a secure item. It is cylindrical in form. Embossed along one side is the legend: “Property of FTS (Subway) Systems Ltd. If found, deposit in any mailbox with your name and address and a reward will be payable. Thank you.”
-> climb chimney
Initally the chimney is wide enough to allow ingress but eventually, just as you expect to become stuck, you hit daylight. Oh joy. As you leave the chimney you feel wonderfully light-headed, oops, oh no, its falling, falling, falling, not light-headedness. You slide down the roof of the cottage and land on the ground with a sickening thud.
Your health has become constrained to a level only just below living.
Oops, I didn’t mean the last part (as discovered by K, a reverse-Santa in the holiday spirit)! I meant just the security capsule. Usually, when typing UNLOCK ITEM WITH KEY on a locked item, the game states:
“Shan’t” returned Algy, teasingly.
and if unlocking is to occur, it is to be by means other than a key. However, in the case of the capsule, I got the message
I don’t think that will work somehow.
suggesting that a key does really work here.
I need to rewind a bit to right after landing the helicopter and entering Phase 8. I had a pile of items that fit in the helicopter…
an orange pin
an indigo pin
a white pin
a black pin
a brown pin
a shining silver disc
a silver key
a gold key
a pretty envelope
a short letter
…but I now needed to go down a hole, and not all the items would fit, so I had to prune down further. I found I could take all the pins + one and only one key. Since I had used the silver key already to drive a subway car, I took the gold key, as it had not been used yet.
In any normal game, this would be sound logic. You’ve got an item unused in any puzzle, that’s the one that should be moved forward. Ferret is not a normal game. You need to take the silver key even though it has already been used; the gold key is a red herring.
I want to emphasize the silver key was dumped all the way back at the start of phase 8. I had to play the entirety of phase 8 again to get here, with no confidence this would even work:
-> unlock capsule
Done.
-> open capsule
Opening the security capsule reveals:
a teleport bracelet
-> examine bracelet
The bracelet is circular and quite thick. It is large enough to slip on quite easily. Around the outer edge of the bracelet are some strange hieroglyphs.
I have yet to get the bracelet to activate, but I suspect it only occurs somewhere special. In the meantime, back to that passage that I jammed with a javelin:

New locations are in orange. Rather straightforwardly I found a spanner, some tweezers, and yet another clue to toss onto the pile:
Crypt
You are in a dimy-lit room carved into the rock.
Along one wall are a number of stone tombs, opposite is a solitary marble tomb with an rococo inscription.
Exits: –E- ——– —
-> read inscription
Here lies the most distinguished and exulted family of Jocasta.
Theirs was the misfortune to be the most gifted yet the least loved.
They gave their lives for their country, every last one.
Their legacy is the freedom we all enjoy in a beautiful land.
If only you had one hundreth of their dignity and honour.
The tweezers let you get the “rectangle of mica” unstuck from the trapdoor (PULL RECTANGLE WITH TWEEZERS) so you can open it and go in and find it closes behind you and you are stuck forever. Terrific! Also, there’s yet another diving suit (like in the red-herring sewers) to rub salt into the wound.
Weee, oh, woe is you. The trapdoor has slammed shut behind you.
Chambre Forte
Obviously designed for sanctuary this hideaway was probably once stocked with provisions. All, of course, are long gone, leaving a squalid little dingey bolthole.
There is a diving suit here
I did make one more piece of progress — I mentioned another “password computer” with a strange message. What I hadn’t tried before was the HINT command. Every time the game has had a “riddle sequence” the HINT command has worked.
-> push rocker
Click.
There is a whispering of fans and a hum of mains flow.
After a brief delay you hear a computer generated voice intone:
AMCBHWAWALAHDNLH
-> hint
An aphorism is a clever, usually short, saying that is used as an expression or metaphor for a generally recognised truth. They were much liked by Oscar Wilde (to quote Python: “his majesty is a stream of bat’s piss”).
So the letters AMCBHWAWALAHDNLH spell a phrase. This comes from The Picture of Dorian Gray by Oscar Wilde. You have to jam the phrase together all as one word.
-> type amancanbehappywithanywomanaslongashedoesnotloveher
Typed.
After a brief delay you hear a computer generated voice intone:
AFYENATSM
This one’s easier to find: “Always forgive your enemies; nothing annoys them so much.” Also Wilde.
-> type alwaysforgiveyourenemiesnothingannoysthemsomuch
Typed.
After a brief delay you hear a computer generated voice intone:
AHOBDBCBIHABHU
This last clue I have no idea. I scoured common Wilde quotes thoroughly, but it could be a completely random phrase from any of Wilde’s works. (The HINT hasn’t changed, so I think it is still Wilde; this would be untenably hard otherwise. Not like the authors wouldn’t be willing to go that far!)
(All prior posts on the super-long adventure game Ferret are here, in chronological order.)
Rather than narrating absolutely everything from last time, I wanted to just focus on a single puzzle we’ve gotten up to, since this is the sort of thing random visitors (including you, the one reading this right now) might be able to help solve. I will loop around and describe the dramatic collapsing theater escape next time.
We’ve found, after some fussing with a puzzle involving Oscar Wilde quotes, this scroll:

The bottom part (astutuely solved by Matt W.) is a number written in calculator digits, but you have to look at the negative space. That is, look at the grey on the image below:

The number lets us make a phone call but then we are asked to text a “sequence”.
-> type 219934875
Typed.
The communicator emits a beep followed by a ring tone. After 2 rings the line clears and you hear a voice that says “Text Sequence commenced”.
-> type Donne
Typed.
The communicator emits a beep followed by a series of tones. After a short pause you hear a voice that says “Sequence failure”.
The first five questions seem to be relevant for the next discovery, a “graveyard” with an emblem…
The emblem is circular with a crest illuminated with a large bird, possibly an eagle. There is some wording around the crest which is illegible due to age. Beneath the crest is written “Project Casper. ICBM Silo 6”.
…and a satchel with an “answer sheet”.

Our assumption (which might be false) is that the two papers go together, and the solutions to the clues in the first set (cryptic crossword clues? something else?) fit into the second set of clues. I will just add that the list of famous English poets whose last name is composed of five letters is not terribly long. Of very recognizable ones I just get
Blake, Byron, Donne, Eliot, Keats, Hardy
and maybe Wilde or Yeats (who are Irish but someone might confuse for British) could count. (Eliot was born in the United States but moved and became a British citizen.) For more obscure poets there’s
Brock, Clare, Carew, Guest, Green, Jones, Noyes, Nixon, Prior, Padel, Raine, Smith, Smart, Watts, Wyatt
although I suspect the missing poet is off the first list.
As I hinted at earlier, solving here is open to everyone, and for this post (if it is about this specific puzzle) let’s avoid making comments in ROT13 encryption to make it easier for anyone to join in.
(All prior posts on Ferret here.)
Oddly enough, we’ve started to close in on a finish for Phases 9-15. As of the events mentioned in this post:
9: probably complete
10: probably complete
11: more than half complete
12: mostly complete (still haven’t dealt with the cyborg, but it might be optional)
13: probably complete
14: probably complete
15: ???
16: still haven’t gotten anywhere yet
For the small glimpse players had of 17 (Guru) it seems to be more of a meta-section as opposed to a region to explore, and there probably is a separate “endgame” after. Still not sure on a finish time; I’d really like to at least wrap up the 9-15 region by the end of the year but I don’t think we’re quite going to make it. (Also, 16, where we are currently blocked by a ticket slot, might have some new information which requires a revisit to a past phase.)
To recap from two posts ago, we had left off on what appeared to be an Oscar Wilde puzzle where you were given the initial letters of a quote and had to type what the quote was, with all the spaces removed.
type amancanbehappywithanywomanaslongashedoesnotloveher
type alwaysforgiveyourenemiesnothingannoysthemsomuch
type americahadoftenbeendiscoveredbeforecolumbusbutithadalwaysbeenhushedup
type anyonewholiveswithintheirmeanssuffersfromalackofimagination
type argumentsaretobeavoidedtheyarealwaysvulgarandoftenconvincing
type biographylendstodeathanewterror
type consistencyisthelastrefugeoftheunimaginative
type everyportraitthatispaintedwithfeelingisaportraitoftheartistnotofthesitter
type experienceisthenameeveryonegivestotheirmistakes
type fashionisaformofuglinesssointolerablethatwehavetoalteriteverysixmonths
type geniusisbornnotpaid
type iamnotyoungenoughtoknoweverything
type ithinkthatgodincreatingmansomewhatoverestimatedhisability
type ifyouwanttotellpeoplethetruthmakethemlaughotherwisetheyllkillyou
type illusionisthefirstofallpleasures
type itisaverysadthingthatnowadaysthereissolittleuselessinformation
type itisalwaysasillythingtogiveadvicebuttogivegoodadviceisfatal
type moralitylikeartmeansdrawingalinesomeplace
type oneshouldalwaysplayfairlywhenonehasthewinningcards
type patriotismisthevirtueofthevicious
Curiously, at least two of them are misattributed Wilde quotes; “illusion is the first of all pleasures” is from Voltaire, for instance. “Genius is born, not paid” also is misattributed. Despite that, both are commonly attributed enough to Wilde that the difficulty was in finding the rarer quotes (like Sha1tan spotting “Biography lends to death a new terror”) as K managed to plow through a number of them but collecting some Wilde texts and using a regex tool.
The puzzle resulted in giving us a scroll, mentioned in my “One Puzzle” last post.

As noticed by Andrew Plotkin, you can word-for-word change #2 into Radio Detection and Ranging, that is, RADAR.
This was enough for others to pile on and solve the puzzle. All the acronyms turn out to be military ones:
PATRIOT (Phased Array Tracking to Intercept of Target)
RADAR (Radio Detection and Ranging)
AWACS (Airborne Warning and Control System)
NAAFI (Navy, Army and Air Force Institutes)
SHAPE (Supreme Headquarters Allied Powers Europe)
I’ll refer back to how these get used later, as the direction of solving actually went from Phase 9 (done?) to Phase 10 and the fire in the theater.
The problem was that downstairs in the theater is dark, and turning on the lights requires flicking a switch which also starts a fire.
-> turn switch
Click.
There is a not inconsiderable explosion as the ancient workings of the brass switch generate a miniscule arc of electricity which, combined with the methane gas, causes a conflaguration that knocks you bodily down the stairs.
Rehearsal Room
You are in a large circular area with a low roof. There is a stairway leading up from the room. In the middle of the space is a podium mounted upon which are four pads. The pads are designed in the shapes square, triangular, oval and round.
Exits: -S– ——– U-
There’s a zinc key nearby as well as a PVC vessel that explodes when you shake it and wait, but neither was a help for solving the puzzle. The mystery of the pads had the triangle give a long beep, and all other buttons give short beeps followed by long beeps.
Some major lateral leaps made by Voltgloss and The Larch led to the thought that the buttons are differentiated by number of sides; we can say the circle is 1 side, the oval is 2 sides (kind of?), the triangle is 3 sides and the square is 4. So there’s something to differentiate them.
Then if we think of it in a sort of binary system (where 1s, 2s, 4s, 8s, 16s, etc. make up numbers) then the 1, 2, and 4 buttons are for typing the numbers, and the 3 is for entering them in. We were needing to form the number 119 (Dial 911, “a retrospective”, from the poster in phase 9); for the “1” digits just pressing the circle sufficed, and and to input a “9” we needed to do 2 + 1 + 2 + 4 to get a sum of 9.
-> press round;press triangle
Pressed. The pad emits a short beep.
Pressed. The pad emits a long beep.
-> press round;press triangle
Pressed. The pad emits a short beep.
Pressed. The pad emits a long beep.
-> press oval;press round;press oval;press square;press triangle
Pressed. The pad emits a short beep.
Pressed. The pad emits a short beep.
Pressed. The pad emits a short beep.
Pressed. The pad emits a short beep.
Pressed. The pad emits a long beep.
The podium gently levitates as a hidden trapdoor opens above you. The base of the podium stops moving once it is flush with the stage which is currently participating in a significant conflagration.
Well, that’s saved the crematorium a job.
This apparently resembles the old Data General Nova in form, so I’ll let the Ferret authors themselves give some more detail:
The pads are enumerated according to the number of sides.
Short beep = Add.
You can’t enter the same number twice in a row as this resets to 0 (just to make the puzzle interesting and stop repeat, repeat, repeat).
Triangular pad emits long beep so not part of the sequence.
There are such things as Triangular Numbers (0, 1, 3, 6, 10…) so there was scope for trial and error by experimenting with different values.
The Triangular Pad is Shift Right, effectively Multiple by 10 (Long Beep = Long Add, i.e., multiply).
PRESS ROUND PAD: 1
PRESS TRIANGULAR PAD: 10
PRESS ROUND PAD: 11
PRESS TRIANGULAR PAD: 110
PRESS SQUARE PAD: 114
PRESS ROUND PAD: 115
PRESS SQUARE PAD: 119
PRESS TRIANGULAR PAD: Enter
It will be interesting to see if you think this is the hardest puzzle in the game?
I’m not sure about “hardest” (that’s difficult to measure) but I will say it is the only puzzle that seems to be a fourth-order one. You need to realize:
1. the sides on the buttons are what matters (and oval counts as 2)
2. the triangle lets you “input” numbers
3. the numbers are being added
4. the sequence needed is 119
None of these have any feedback if you are on the correct trail! So essentially, four puzzles need to be solved all in combination with only the hope that it might work.
So no, I wasn’t a fan of the puzzle design, although the bit after was neat: how do you survive the fire? Notice pushing the buttons does not bring you back up to the green room (where the fire was) but into the center of the stage (where the fire has spread after starting). So really, the puzzle is: how do you keep the fire from spreading? Fortunately, due to being stuck on the buttons for long and suspecting some other gimmick, I already knew about the oddly-placed doors on the map that could be closed, which I have marked in orange below.

Closing both doors before activating the switch gives you a route to walk out of the theater before it collapses in dramatic fashion. I’ve already gone on the record as “preparation puzzles” being highly satisfying, and the case here was not an exception.
The explosive and the key turned out to both be immediately helpful in Phase 11. I was able to hop onto a ferry over to Treasure Island, where a new location awaited.
Alright Corral
A road running from north to south with steep rockfaces on both sides of the road which is blocked by a mass of fallen rock possibly from a mountainous outcrop overlooking the road. In front of the rockfall is a giant slab of rock with an irregular crack running from top to bottom.
Exits: -S– ——– —
-> shake vessel
Whatever internal partitions that were keeping the vessel’s contents separate appear to have been demolished by your violent behaviour.
The vessel appears to be ticking now.
-> put vessel in crack
Done.
-> s
Treasure Island
-> wait 2
Time passes (yawns).
There is a small explosion nearby.
-> n
Alright Corral
A road running from north to south with steep rockfaces on both sides of the road which is blocked by a mass of fallen rock possibly from a mountainous outcrop overlooking the road. To the north, apparently blown out of the mass of the rockfall, is an entrance to a cave.
Exits: NS– ——– —
-> n
Cave of Despair
You are in a small rock cave formed by an explosion within a rockfall. There is a brightly lit exit to the south. Set into the road is a manhole cover.
Exits: -S– ——– —
The cover is locked but the zinc key works on it, giving what appears to be a one-way trip down.
Graveyard
You are in a small room with concrete walls that appear immensely strong as rusty reinforcing bars are visible in various places. The room is gloomily illuminated by a dim light entering though a hole in the roof. The east wall of the room is formed from a mound of rubble.
There is an emblem on one wall.
Partially buried in the floor is a juvenile’s skeleton.
There is a rubber ball here
There is a rigid pvc hoop here
There is a birch cane here
There is a weathered satchel here.
This appears to be another “information trip” where the whole point is to gather knowledge but otherwise the only way to escape is to restore to a previous game; yet another doomed quantum echo. The emblem and answer sheet I gave last time; the answer sheet never got solved so I’ll give it again:

The emblem technically gave a hint (mentioning NORAD) for the scroll with military acronyms, but surely that’s not the whole point of the section? (I’m not even sure if Andrew was referring to this when he made his breakthrough; it doesn’t seem necessary given the clues on the scroll already present.)
Back to the scroll’s solution: we knew (from explicit hint of the authors) that the scroll served to give a hint for a mobile phone hooked up to some explosives.
Asylum from Enmity
A dank crepuscular room made from reinforced concrete as if to survive a blast overhead. There is some form of opening in the ceiling apparantly to permit the ingress of light and ventilation. Against one wall is a safe surmounted by a resin slab.
Exits: —W ——– —
The resin slab contains:
a mobile phone
some Semtex explosive
-> type 219934875
Typed.
The communicator emits a beep followed by a ring tone. After 2 rings the line clears and you hear a voice that says “Text Sequence commenced”.
We now had the list of acronyms to follow up, but just trying to “type” the words doesn’t work; they need to be numbers. I (and Voltgloss, in the comments) thought of old phones and how they will “cycle” to do texting (that is, a number says ABC, so you press it twice to get a B and three times to get a C) and tried translating the five acronyms into numbers:
dial 7287774446668
dial 777232777
dial 2922227777
dial 6622333444
dial 7777442733
This works, if you’re next to the explosive, but that kills you. It also kills you if you are a few steps away, and I was stumped trying to survive.
Voltgloss mysteriously got through by standing far enough away, but I kept getting a busy signal.
What we eventually discovered (after some back and forth) is that when the message about “you have failed to register with The Department” the communicator is charged enough to send messages, but if you wait an extra turn, the communicator gives off two more beeps and is now “fully charged”. This gives it slightly more range, which is sufficient to dial and live.
There is an explosion nearby that causes the ground to rumble and dust to rise as a blast-wave hits the air in the immediate vicinity. Thankfully you are far enough away to avoid any concussion.
Going back to the safe reveals we have found…
Asylum from Enmity
A dank crepuscular room made from reinforced concrete as if to survive a blast overhead. There is some form of opening in the ceiling apparently to permit the ingress of light and ventilation. Against one wall are the remnants of a safe, the top has been sheared off leaving a ragged edge. The room appears distressed, as if it has suffered a recent explosion.
The rusty safe contains:
an asbestos bag
-> open bag
Opening the asbestos bag reveals:
a diving suit
…a third diving suit! We knew the one in the sewers was a red herring, the one under the trapdoor was probably a red herring, and here we have one we can finally access. It feels like the end of a long shaggy dog joke. (There was some ultimate use in seeing them earlier — K somehow discovered the presence of “pockets” while noodling with the suit. There is no mention in the description.)
Moving on, the issue with the suit it is too big to move around in unless underwater. So normally we’d go to the end of the pier and fall in the water; DIVE does exactly that but seems to be a bug; the idea being we can’t move enough at all.
Pier
The pier overlooks a wonderfully picturesque lake. In the middle of the lake is an island. The pier is made from ancient cedar planks. There is a rocky path to the south.
-> DIVE
Weeeeeeeee … splash! Oh, this is fun, splishy, splashy, splishy, splashy. Uh oh! There appears to be some undercurrent here. It is dragging you beneath the surface. You are beginning to fill with water.
You seem to be all drowned init.
We did know that the entry point surely had to be the pier, because entering the room gives 50 points! One of the general observations we’ve made is that point-increase usually indicates a hint about an important room. For example, the room near the gate in phase 9 increases points, yet is apparently a dead end; that’s supposed to mean you can bust through.
It turns out the pier’s description contains a very small clue “The pier is made from ancient cedar planks.” The ancient is supposed to hint they can break. Unlike a similar situation in the phase with the number riddles, jumping doesn’t work. What does help is crating over a bunch of heavy items (I used the rug that was covering the trapdoor in phase 9, plus the “security casket” from back in phase 8 that had the card and was now empty) which causes it to break.
-> n
Pier
The pier overlooks a wonderfully picturesque lake. In the middle of the lake is an island. The pier is made from ancient cedar planks. There is a rocky path to the south.
Exits: -S– ——– —
There are some interesting objects here:
a colourful rug
a security casket
The pier emits an ominous creaking sound.
-> wear suit
Dropped.
Done.
The pier emits an ominous creaking sound accompanied by a worrying snapping sound.
-> wait
Time passes (yawn).
The pier emits an ominous creaking sound accompanied by a worrying snapping sound followed by a terrifying splintering sound as the ancient timbers of the pier give way. You feel briefly weightless before plummeting into the icy depths. Good job you took your preparation seriously as the diving suit appears to be performing its function, albeit not too well as the suit starts to fill with water.
In a Lake
You are at the bottom of a lake. The water is very murky here.
Exits: NSEW NENWSESW —
Fortunately it doesn’t take too much searching to find there is an “airlock” nearby.
Airlock
You are in a very small room that is full of water. Set in the middle of the floor is a curved pipe surmounted by a big rusty wheel. There is a steel door in the south wall and an armoured door to the north.
Exits: -S– ——– —
The diving suit continues to fill with water.
-> turn wheel
It won’t budge.
The diving suit continues to fill with water.
Part of the issue is parser-related; CLOSE DOOR, which you think might logically apply to the open door (the one to the south, the steel door, which we had to open to enter the airlock) actually gets applied by default to the armoured door, the one to the north that is already closed. You need to CLOSE STEEL DOOR specifically. (I mention this because I surely won’t be the only person passing through who makes the same mistake.)
The other issue is the wheel being stuck. We had a “spanner” from an earlier phase which seems to fit the bill, but how to get it underwater? (Anything on the pier when it breaks disappears.) I mentioned already the discovery of mysterious pockets. What you can do is put the spanner in the pocket, cause the pier-breaking sequence, and when you get in the airlock and close the steel door, drop the suit; this gives you exactly one turn to do one more action.
-> close steel door
Closed.
The diving suit continues to fill with water.
-> drop suit
Umm, it’s a bit of a struggle with all this water around but I think I can just about…. Oh no, I haven’t. Oh, I have. Silly me. What came over me. A lot of water apparently.
-> turn wheel with spanner
Taken.
Eek, eek, squeak, squeak and other onomatopoeias. The wheel requires a tremendous effort to release it from years of disuse, but once freed the water is rapidly emptied leaving you in a small room.
Phew! This opens yet another brand-new area I haven’t experimented enough with, containing a dam which begs to be blown up with the explosive and an inflatable boat seemingly taken straight out of Zork.
Control Centre
This is a large area that has been thoroughly ransacked. Only a few items of the original equipment remain, possibly because they appear to be immovable or of little value. Attached to one wall are a green button and a red button together with an electrical contact breaker. Near to the green button is a tiny slot. To the right of the slot, embedded in the wall, is a copper spigot. Set in the middle of the floor is a curved pipe surmounted by a big rusty wheel. There are tunnels leaving the area to north and south.
Exits: NS– ——– —
-> n
Maintenance Tunnel
This tunnel-shaped area is quite claustrophobic with little room left for your passage due to many pipes running the length of the room.
Exits: NS-W ——– —
-> w
Storeroom
A featureless undecorated chamber ground out of rock.
Exits: –E- ——– —
There is an inflatable dinghy here
There is a pvc bin here
My suspicion is we can now go across the lake with the boat and explore, but I haven’t done enough yet in this section to give a full report, so we’ll save that for next time.

Two of the mannequins used in Operation Doorstep, hiding behind a ladder.
(Prior posts on Ferret in chronological order here, and in case you’re curious, we’re now at Part 34.)
The lake is defeated! (Probably.)
Last time I had arrived at a mysterious “Control Center” after moving past an airlock under a lake.
Control Centre
This is a large area that has been thoroughly ransacked. Only a few items of the original equipment remain, possibly because they appear to be immovable or of little value. Attached to one wall are a green button and a red button together with an electrical contact breaker. Near to the green button is a tiny slot. To the right of the slot, embedded in the wall, is a copper spigot. Set in the middle of the floor is a curved pipe surmounted by a big rusty wheel. There are tunnels leaving the area to north and south.
Past this there was a tower that you could climb in order to see a dam with a hole letting out water…
This circular area has a staircase leading down into the base of the tower. Your position commands a tremendous view of a wide lake surrounded by high mountains. One end of the lake disappears into mountains but at the other end is a dam. The concrete wall of the dam appears to be damaged as there is a vee-shaped disruption to the integrity of the wall that allows a torrent of water to flow out of the lake and away.
…and a waterfall, where entering the waterfall essentially sticks the player and forces them to restore a saved game.
Waterfall
You are standing in a most wonderful, beautiful awe-inspiring waterfall. The water has a wonderful cleansing effect but the sheer force of the water is totally disorienting.
Recapping my item list, I had put a “long duralium spanner” in the pocket of the diving suit I had used to enter the airlock, but otherwise wasn’t able to bring in any outside items. I also had access to a “PVC Bin” and an inflatable dinghy in a side room. None of these caused any effect from the parts of the Control Center. I tried pushing the buttons in various sequences, patterned and not. I tried turning on and off the spigot. I tried with and without pulling the contact breaker. I tried turning the wheel at various intervals.
-> push red
Click.
-> pull breaker
The contact breaker snaps downwards viciously, nearly smashing your fingers.
-> turn wheel with spanner
It won’t budge.
-> turn spigot
Done.
-> turn spigot
Undone.
-> push green
Click.
There’s also the “slot” in the description but the only plausible item to be slotted in was the spanner, which didn’t fit. So I switched to the assumption I was missing an item, and starting messing around with a “hogshead” (large cask) by the lake and seeing if I could get it to float over to the other side of the lake where the dam was. Mind you, the dam is placed such that you can’t actually reach the lake water, but I was low on options.
-> push off hogshead
It’s a bit of struggle given the weight of the hogshead, the roughness of the terrain and the unwieldy size of the barrel but eventually success is achieved. The hogshead is bobbing gently in the lake water.
-> get on hogsheqad
You are in the hogshead.
Lake
You are wallowing around in a hogshead on a beautiful lake. In the middle of the lake is an island.
The above works if you have no items, and no items stuffed in the hogshead. But you’re also stuck, and eventually float to your death:
Geronimo! Over the dam we go and you experience the sheer thrill of flying down a waterfall in a barrel. Unfortunately, the hogshead does not appear to have any form of braking (breaking yes, braking no). A fact that becomes strikingly evident as the hogshead explodes as it encounters a rather substantial rock outcrop snuggling under some shallow water at the base of the dam.
You have been smashed to smithereens.
It is still faintly possible — because the hogshead passes by the Treasure Island where we blew up a rock a little while back and got stuck underground — that there’s some relation to that, but I expect this is simply an extended red herring, as it turns out I was making things more complicated than I needed.
The diving suit has a second pocket!
-> look in suit
Peering inside you can see:
a comb pocket
which contains
a long duralium spanner
a coin pocket
The reason I missed this is a.) I had learned about the pocket second-hand, rather than seeing a direct message and more importantly b.) the game is very picky when it comes to verbs for looking at things. Specifically, LOOK AT, LOOK THROUGH, LOOK UNDER, and EXAMINE don’t work; the first three are included under the TEST verb (which if you remember, tries a whole bunch of verbs all at once). LOOK IN wasn’t included, and while I’ve used it with containers without prompting, I didn’t think of the suit as a container.
The coin pocket is enough to fit a “a tiny rectangle of mica” that I had been toting around — this is back when we solved the giant crypto-crossword and we got a code that got put into a keypad — and to the game’s credit, I almost immediately realized this had to be the item that I needed. Tucking it in my coin pocket, I went back to the control center:
-> put mica in slot
Done.
-> pull breaker
The contact breaker snaps downwards viciously, nearly smashing your fingers.
-> push green
Click. Off in the distance a tremendous rumbling starts and then gradually mutes to a distant hum.
-> turn wheel with spanner
Eek, eek, squeak, squeak and other onomatopoeias. The wheel requires a tremendous effort to turn. Once turned a distant whine appears to emanate from an unknown source.
This slows down the waterfall and lets you pass through, even finding a secret location in the process.
Waterfall
You are standing in a most wonderful, beautiful awe-inspiring waterfall. The water has a wonderful cleansing effect.
Exits: -SEW ——– —
-> s
Venus Crux
You are in a hollow in the concrete of the dam. There is a most wonderful, beautiful awe-inspiring waterfall to the north.
Exits: N— ——– —
There is a cellophane bag here
which contains
a strawberry ticket
Moving past the waterfall (and a hike of a fairly large number of “plain” locations) finally leads to a well, where two more puzzles awaited.
-> d
Wee. Oh. That’s no fun. Just looking forward to a good fly by no wire when the voyage is rapidly arrested by a jarring thump on something quite hard. No damage done, though, as you landed on your head.
Dog Leg
You are on a small ledge formed by a large rock intruding into the side of the well. The well does not appear to have been formed by hand nor machine, rather the shaft appears to have been rent in the earth’s surface, the contours of the shaft being irregular and uneven. The rock is only a short distance below the opening of the well so there is light from above.
Below you is only darkness.
First, surviving the trip farther down, which is just a plummet to death. As long as you leave it uninflated until this very point, you can carry the dinghy down here with you, drop it, pull a cord it has, and, well:
-> pull cord
Phsstt. Phssshhhh. Phsstt. The dinghy inflates to its full size. Amazing really considering the chances of an ancient dinghy still having enough compressed gas available to do the business. Lucky old you.
-> board dinghy
You are in the dinghy.
-> push off dinghy
It’s a bit difficult to launch when there’s no water around, let’s try pushing off anyway….
Wee. Oh. Great fun. This flying lark is wonderful. All the more so, by doing it in the dark, with no idea of the consequences. Let’s have a hard think while plummeting. What are the chances of a soft landing? Probably not good really. Squidgy plop. This dinghy is certainly a useful thing to have around as it forms a quite respectable bouncy castle cum emergency landing platform. After some considerable rocking and rolling you arrive at a reasonable level of equilibrium.
You are in the dark.
(Yes, PUSH OFF is also a weird verb choice, only used in this game as far as I know, but it dates back to Phase 1 now so I’m used to it.)
The problem is that you are entirely in the dark here with no way out. It took me not long to suspect I had done something wrong, and I’ll skip past some flailing (you can, through extreme shenanigans, take the teleport bracelet with you — it doesn’t work) to the point where I landed on something other than solid ground. Notice the difference in description below:
Wee. Oh. Great fun. This flying lark is wonderful. All the more so, by doing it in the dark, with no idea of the consequences. Let’s have a hard think while plummeting. What are the chances of a soft landing? Probably not good really. Squidgy plop. This dinghy is certainly a useful thing to have around as it forms a quite respectable landing craft, splashing as it does into some sort of fluid. Let’s hope it’s not dangerous. After some considerable rocking and rolling you arrive at a reasonable level of equilibrium.
What had happened is I created an unusual variant of the Parallel Universes Problem, which I’ll recap here to save you clicking the link:
Suppose you are a happy adventurer going from point X to point Z and manage to do so without any obstacles. However, you later restore a previous game (because you got eaten by a bear, say).
After restoring, you try going from point X to point Z, but get stopped in the middle at point Y this time. Something different happened! What changed? Perhaps you had picked up an item in universe #1 but didn’t realize it; perhaps there was some secret timing element that you lucked out on the first time. Either way, you ran across the frustrating situation of being in an alternate universe without being aware something had changed.
This time, rather than stumbling across a puzzle that was previously not encountered (due to it being invisibly solved) I solved a puzzle without understanding what had happened! (This is sort of like playing an adventure with a group, where a particular member of the group doesn’t have a new insight, but rather types things in a slightly different order so manages to get through. I created my own clone helper.) Fortunately, the game has ample scrollback and combing through my log I realized while I had in all iterations turned the spigot at the Control Center on, in the save that was working I had taken a brisker route to the well.
The water is timed: you have to turn the spigot, then make sure you move rapidly enough that you land in water.
-> wait
Time passes (yawn).
You are experiencing a strange therapeutic sensation, as if gently bobbing in water, which gives you slight feelings of elevation and elation.
-> wait
Time passes (yawn).
You feel a sudden rushing sensation as if you are being thrown sideways with quite considerable force. There is a period of buffeting with the sound of rushing water followed by a brief period of silence with a wonderful flying feeling as if you have been launched into free-fall. You confirm the falling sensation by falling into daylight followed by a slight bump as you come to rest on the floor of a cave.
Crux of Turbulence
A dimly-lit bowl carved out of solid rock. Above you is an angled hole in the rock roof. There is a similarly angled exit in the rock floor.
Exits: —- ——– -D
There is a human skull here
Going down leads you back out to the south side of the Lake, where you can get back on the train and leave.
Assuming this completes the Lake section, that means the only two left to tackle are Phases 15 and 16. As a public service announcement, I’ll mention the Holloway Museum in Phase 15 has a crash after all these activities:
-> n
Holloway Museum
A dark area between very high walls. To the south is a steel door, to the north a stairway leading to a raised area. High above you is a wire cable.
There is a mildewed infosign on the east wall.
Exits: NS– ——– U-
-> read infosign
Holloway Museum
Opened 1957
A system of deep trenches created through the woods during the War of the Three Forests.
To confuse the enemy in the event of invasion the trenches changed direction many times with curves, rises and falls to disorient anyone unfamiliar with the layout. The difficulty of navigation was exacerbated by the many dark, interconnecting tunnels between the trenches. An intrinsic feature of the deep sheer-sided trenches was the propensity to flood during rainy periods, which mandated the need for regular and frequent maintenance of the drainage system. Regular users of the Holloways knew to follow the green arrows painted on the wooden signs if the water level started to rise.
An infosign provided by the Trustees of Holloway Museum. Digest and Enjoy.
-> n
Raised Platform
A raised area between very high walls. There is a sunken area to the south.
High above you is a wire cable.
Exits: NS– ——– -D
-> n
Raised Platform
A raised area between very high walls. To the north is a staircase leading down into water. High above you is a wire cable.
Exits: NS– ——– -D
-> n
The Event that was expected wasn’t found; a situation that would cause Windows to crash, but in this world the next message will be wrong…
That’s because the area is now filled with water — dealing with the dam and control center has affected an entirely different phase! In order to prevent the crash (which is just a death that lacks description) you need to be wearing the life vest. (Which you can grab from the dark maze, which is way back like 7 posts or so.) This drops you in a watery maze, which I have solved (see in the comments if you are playing and need help), but I’ll get into it more next time.
While we’re very, very, close to finishing off the long multi-phase section of the game, that doesn’t mean the last part of the haul is easy.
(Prior posts on Ferret here.)

From the Department of Defense booklet Facts about Fallout Protection, 1961.
I left off last time entering a water maze in Phase 15, and said I got through, but I didn’t say how I solved it. See the title? Heh.
-> n
Sunken Plot
Floating in water in a dark area between very high walls. To the south is a stairway leading to a raised area. High above you is a wire cable.
Exits: NS– ——– U-
-> n
Holloways
Floating randomly in swirling, turbulent water between high walls. Hidden low level currents occasionally pull you below the water level but the life jacket eventually pulls you back to the surface.
Being in water, you are not allowed to drop any items. However, I started to notice something very quickly about the structure of the maze.
-> w
Holloways
Floating randomly in swirling, turbulent water between high walls. Hidden low level currents occasionally pull you below the water level but the life jacket eventually pulls you back to the surface.
-> w
Holloways
I have the game here turned on BRIEF mode. That means it will only give the full description of a room the first time you enter it. Notice that after moving west twice I get just “Holloways” which means I have re-entered a room I have already been in.
I realized, after a little experimentation, that this was an all-or-nothing maze, where you need to do exactly the right steps, or otherwise it drops you off the path. Not only that, it drops you off the path in a room that “loops” with no escape.

This might seem overly cruel, but it is in fact helpful. Because the pattern simply is:
a.) if you go in a wrong direction followed by another direction (of any kind) you will see “Holloways” with no room description
b.) if you go in a right direction followed by a wrong direction you will get full room descriptions both times
c.) if you go in a right direction followed by a right direction you will get full room descriptions both times
It doesn’t really matter you can’t tell the difference between b and c. What matters is knowing if you’ve fallen into a. That means you can test an exit, and if you find that is a wrong exit, mark it off your list. This process leads to:

There is likely some clever solve, as all this leads to a Pylon of Xephelous…
Holloways
Floating randomly in swirling, turbulent water between high walls. Hidden low level currents occasionally pull you below the water level but the life jacket eventually pulls you back to the surface. To the north is a stairway leading up out of the water.
-> n
Floating Platform
A floating platform at the base of a pylon. Attached to the side of the pylon is a ladder.
Exits: -S– ——– UD
-> u
Pylon of Xephelous
You are on a small ledge commanding a spectacular view of the surrounding country. Unfortunately, the vistas are quite depressing, showing as they do, a world of total devastation. There are extensive earthworks creating a lunar landscape of deep trenches and spoil strewn with filth and rubbish and smouldering heaps of rotting flesh. High above you is a wire cable. Suspended from the cable is a maintenance cage. A ladder leads down the pylon from the ledge.
Exits: —- ——– -D
The maintenance cage contains:
a nickel key
…and there is a very similarly named pylon in a poem from way back in Phase 9.
Report of the Vlandorf Expeditionary Force
Date: 27 November 1957
How long is it since we took a good look?
Could we ever find what we were looking for?
Once we analysed the text and found the missing “the”.
Luckily that led us to the location of the pylon.
Another thing that we should have thought of.
Unless we had made that expedition to Xepherous.
Xepherous gave us lots of clues as to when.
Eventually, though, we may just end up floating.
Your humble servant Obcequs, the Tharp of Tranydore.
Look at the last word of each line: Look for the pylon of Xepherous when floating. If there’s some extra connected material amongst the other documents that hints at the zig-zag path of the maze, I haven’t found it. (The fact it is a zig-zag means it might not even be specific directions like we’ve had on other mazes.)
Moving on, you can grab the nickel key from the cage and BOARD it (not CLIMB or other verbs I tried).
Your enormous bulk causes the ancient brake mechanism of the lightweight cage, which was quietly suffering the ravages of time and rust, to shear completely, releasing the movement restraint from the trolley supporting the maintenance cage. It rolls down the cable, which due to its age, starts to stretch ominously. As the cage reaches its nadir it smashes into the ground disgorging its heaviest occupant (you) most unceremoniously. The relief from your great weight causes the cage and its contents to fly skyward, releasing it from the cable bogie and hurling it off the cable into the surrounding countryside.
Unfortunately, the nickel key doesn’t fit into anything else in the phase 15 area. There are many locked doors in the tall building…
-> u
Landing
A small diffusely lit area with stairways leading up and down. In the west wall is a pair of swing doors. Painted on each door is a large number 1.
Exits: —- ——– UD
-> u
Landing
A small dimly lit area with stairways leading up and down. In the west wall is a pair of swing doors. Painted on each door is a large number 2.
Exits: —- ——– UD
-> u
Landing
A small dimly lit area with stairways leading up and down. In the west wall is a pair of swing doors. Painted on each door is a large number 3.
Exits: —- ——– UD
…but alas. I guess it’s for phase 16?
Speaking of the building, we’re stuck on the roof-heating depression-projector that falls on your head section.
-> put chip basket in depression
Done.
A strange ethereal humming noise eminates from underneath the plexiglass. The plexiglass starts to glow, first red, then orange then white. You smell the acrid stench of burning from a long uncleaned surface. You appear to have discovered an automatic induction hob. Bang! A faulty one too. The food detection system seems to have inappropriately calculated the cooking temperature required resulting in some overheating, thereby welding the chip basket to the surface of the plexiglass.
Placing something vinyl (there’s a vinyl cup, beaker, and spoon in a cabinet) will cause it to make a melted pool, but otherwise everything we’ve tried has vaporized. The asbestos bag would be quite promising but it doesn’t fit. This all suggests there’s some item there is missing, which is not unlikely, because we know we’re missing at least one section from all the past phases.
Let me loop back and talk about tickets.
You are carrying:
a lime ticket
a lemon ticket
a strawberry ticket
-> read strawberry ticket
The strawberry-coloured ticket is very faded but appears to allow journeys from Egham Station to any destination in the local Western Transit Loop. The duration of validity appears to be perpetual.
We found the lime ticket at phase 9 (in the same cabinet that had the automaton), the strawberry ticket at phase 11 (the lake) and the lemon ticket at phase 13 (the dark maze). Each corresponded to a different station, suggesting to me perhaps there were more; some gentle inquiry with the authors led me to find out the are five tickets from phases 9 to 14.
Since this information we’ve found one of the tickets (in phase 14), but are still missing one. If we assume a phase has at most one ticket (not a safe assumption, but it is a starting point at least) then phase 10 and 12 and 14 were the ones worth study; it turns out there was already lingering suspicion something was missing with phase 14, so I’ll discuss what happened in detail and go back to talking about 10 and 12.

That sequence with Old Nick -> Sataniacha -> Goat Stall -> etc. was a series of riddles which all turned out to have triangular numbers as their answers. It turns out to be useful to look closely at the text that happens when one of the riddles is solved:
‘0’
There is a tremendous grinding of gears and the hiss of compressed gas escaping as the floor shakes violently, closely followed by the lower part of one of the walls lowering out of sight.
The trick here is that this setup is over another one — notice the “Prototype” room marked on the map in blue. It is originally dark. After solving the first riddle:
Prototype
An area with a low ceiling. The feeble ambient lighting appears to be seeping through the ceiling.
Exits: N— ——– —
That seemed to be that, although it was a very curious stub indeed.
There used to be a way through, but it was blocked by the sliding of the wall when solving a riddle! When the room is still dark, you can navigate through, and it turns out the steps to get through are identical to the steps it takes to pass through the riddle rooms. It’s another reverse-info puzzle — you really need to have the entire layout of the riddle sequence in order for the dark layout sequence to make sense. That is, you have to block off the dark maze (making the dark maze unsolvable, but only in one quantum time-branch) in order to solve the dark maze.
I just cut and paste my walkthrough from the riddle section, which leads the player avatar to amusingly say answers to riddles that do nothing. (I mean, I could cut out the say statements, but overall move efficiency is not really a concern in this game.)
-> say 0;e;say -1;n;say 3;e;say -6;s;say 10;s
‘0’
You are in the dark.
‘-1’
You are in the dark.
‘3’
You are in the dark.
‘-6′
You are in the dark.
’10’
You are in the dark.
Curiously, the revelation here (from commenter K) came from an update to the game. The game has still been getting regular updates on the webpage and the most recent update mentions preventing brute force from working on phase 14. This led K to suspect brute force was related to navigating in the dark, leading to the solution! However, the message was referring to the next section after the dark one.
Looking Up Satan’s Bumhole
A small room with a low ceiling. The feeble ambient lighting appears to be seeping through the ceiling. There is a dark and foreboding stairway leading downwards.
Exits: -S– ——– -D
-> d
Underpass
You are in a narrow passageway very poorly lit from a room at the top of a staircase.
Exits: -S– ——– U-
-> s
Underpass
You are in a narrow passageway very poorly lit from an exit to the west.
Exits: N–W ——– —
-> w
Quadrangle
A square alcove off to one side of a large open area in a huge cavern cut from rock with lighting suspended from a very high ceiling. There is a vast lit area to the west but a dark and foreboding exit to the east. Affixed to the north wall is a poster.
Exits: –EW ——– —
-> read poster
Visit Jock’s Bar
Market Street next to the Seck’s Shop
Liquor in the Front
Poker in the Rear
Spit-roasts a speciality every Saturday
This leads to a 3 by 5 grid of rooms.

Each room is a “large open area” with some kind of artifact, but only one of the rooms I could refer to the artifact:
Blake
A large open area in a huge cavern cut from rock with lighting suspended from a very high ceiling. In the centre of the room is a spectacular sarcophagus.
Exits: -SEW —-SESW —
-> test sarcophagus
Begin test.
LOOK AT INTEREST
The sarcophagus glisters and sparkles in a most tremendous way. You are bedazzled and, not to a small degree, hypnotised by the beauty of the object. Strange that such wonder should be associated with the morbidity of death. Any road up, you may be interested in the inscription on the side of the gaudy object which reads:
The Most Exulted
The Highmost
The Leader of Freed Men
The Champion of the Underdog
The Most Betrayed of All
Put to Death this Day
ABCDXY0123789
By Federation Termination Order
May his Magnificence Rest in Peace
This might be related to the scribble back in the manor of Phase 9.
-> read scribble
It appears that a builder from some distant time in the past (the language appears to be ancient estuarine) has left his calculations inscribed for posterity on the wall.
Wifdf = AX
Hiftf = BY
Lemff = 9782C310
0123789 also is mentioned in the dark maze:
It could be that 0123789 is a number pure and simple, representing, say, the number of days since a given start point, possibly denoted by some other equation. Alternatively, it could be symbolic, with, for example, 9 and 0 denoting some simple code, one that often stares people in the face.
I’m also suspecting some signifcance to the the rooms in the grid beyond what is visible, because afterwards is a section of rooms with another 3 by 5 grid, kind of.

I’m honestly very puzzled what’s going on — all these rooms are “poorly lit hovels” and there are rooms that appear to be dead ends but if you revisit them they suddenly have exits appear.
Cataract
Cramped, poorly lit hovel.
Exits: N-EW NENW—- —
-> e
Arc of Oblivion
Cramped, poorly lit hovel.
Exits: N–W –NW–SW —
At the end is another “hovel room”, the Archive of Angst, which has a plum ticket. At least in version 10.20! If you have upgraded, something different appears.
Archive of Angst
Cramped, poorly lit, smelly hovel. This room appears to have been partitioned from a previously larger room as, incongruously, there is a brass plate set off-centre in one wall. The plate features a grille under which is an engraved instruction. Sprayed across one wall is a graffito that reads: “Nostalgia ain’t what it used to be”.
To explain what’s going on, I’ll just let the authors take over:
The brute force referenced on the website News page was the method for obtaining the route to the Archive of Angst.
There is a puzzle (not yet solved) that reveals the route to the Archive of Angst.
The tweak applied in 10.21 makes it necessary to solve the puzzle in order to get past the new grille.
You can still brute force the route but it doesn’t give you the complete solution.
If you have a saved game with the plum ticket available then you can continue with that.
If you transition from Phase 13 to Phase 14 then you will need to solve the grille puzzle to get the ticket.
It’s more for new players than the current group of expert game players (although it gives them something more to think about).
In other words, there’s some kind of puzzle that’s supposed to be happening — probably you need to step in the right rooms — in order to arrive properly at the plum ticket. However, it seems we also have the author’s blessing to keep moving if we got the plum ticket through the grace of playing with a prior version. This is unlike what happened earlier with a bug that let us jump straight to phase 17 without solving anything in the 9-16 section; the puzzle does work as originally designed, just it is easy to “luck out”. I would still like to retro-solve the puzzle, especially if it crosses-off some of the clues, because that means less clues to consider in solving other puzzles. However, I’m still moving on for the moment as if I’ve found the plum ticket.
So now: where is that fifth ticket? Neither phase 10 nor phase 12 seem that promising. Phase 10 had the theater fire and the giant crypto-crossword layout, phase 12 had the big Mastermind board. Probably the most suspicious “unfinished” part in 12 is a waterfall that traps you:
Vision of Moisture
The path here has been cut into the side of a mountain. The path runs from north to south, but to the north your passage is obscured by a most beautiful awe-inspiring waterfall.
Exits: NS– ——– —
-> n
Waterfall
You are standing in a most wonderful, beautiful awe-inspiring waterfall. The water has a wonderful cleansing effect but the sheer force of the water is totally disorienting.
This waterfall only is activated at full blast because of the spigot being turned on in phase 11. However, even without the waterfall active, you still get stuck in this section.
Waterfall
You are standing in a most wonderful, beautiful awe-inspiring waterfall. The water has a wonderful cleansing effect but the force of the water is quite disorienting. To the east is a dark and foreboding cave.
Exits: N-E- ——– —
-> e
Retreat to Desiccation
The cave is dark and foreboding, very gloomy and grey, most suffocating in its cloying damp atmosphere.
Exits: —W ——– —
There is a stone tablet here
-> read tablet
The tablet appears to have been engraved at some time in the past but the ravages of time have caused much distress to the surface of the stone. However, a little of the inscription is still legible.
On one side: 6, 26, 10, 11.
On the reverse side: M, V, X, Z.
-> w
Waterfall
-> n
Irriguous Cul-de-sac
The path here has been cut into the side of a mountain. The path runs from north to south but becomes too narrow for further passage to the north.
Exits: -S– ——– —
Really, the whole point behind the waterfall activating seems to be to trap people who solved phase 11 before exploring 12; if you’ve not seen the cave, then you won’t get the clue about the crypto-crossword puzzle (on the stone tablet) because it now gets blocked by the waterfall. Having a blocked exit in both cases suggests to me this is really meant to be a one-way exploration spot, like the sewers in phase 9.
One last thing to mention: in my recent 1982 recap I announced I would be folding up with Ferret at the end of January. I still plan to stick to that, essentially: if I’m not done before the end of the month, the only other post I will allow myself to make is one with “Finished” or the like. Progress can still happen in the comments. While I know my readers do like my ultra-long-game writeups, things have gone on long enough to be a strain and I really need to be getting on with some more 1982 games.
Setting a time limit also serves as a good incentive to try to push to the end. This seems like a dangerous thing to say for Ferret, but I don’t think we’re that far away.
The title here is a quote from Blakes 7, or possibly Blakes7 or Blake’s 7, depending on what reference you’re looking at (modern fan works go with Blakes 7 with no apostrophe so let’s stick with what the superfans say). And yes, a relatively obscure sci-fi TV show from 1978 is relevant to Ferret. (Prior posts on Ferret here.)
The creator, Terry Nation, described it as “The Dirty Dozen in space”; if you imagine the Rebel Alliance in Star Wars being even tinier and scrappier you can get roughly the idea. Oh, and the Bad Guys (or True Bad Guys, I suppose) are the Federation, which includes Earth, so maybe the evil-goatee-Spock parallel universe of Star Trek went terribly wrong.
Blake: I meant what I said on Goth, Avon. We are not going to use Star One to rule the Federation, we are going to destroy it.
Avon: I never doubted that. I never doubted your fanaticism. As far as I’m concerned you can destroy whatever you like. You can stir up a thousand revolutions. You can wade in blood up to your armpits. Oh, and you can lead the rabble to victory — whatever that may mean. Just so long as there’s an end to it. When Star One is gone, it is finished, Blake. And I want it finished! I want it over and done with, I want to be free!
So what happened is I had innocently posted my maps of the mysterious phase 14 section just after Satan’s Bumhole (with one error I have now fixed — Jenna was repeated twice).

While I have seen some Dr. Who from that era, Blakes 7 had passed me by, and so I did not spot that the location names in the first map matched up quite closely with proper nouns from the Blakesiverse. Just to make a proper list out of it:
Avon, Blake, Cally, Jenny, Soolin, Tarrant, Travis, Vila, Dayna, Gan, Servalan, Zen, Orac, Scorpio, Slave
The “sarcophagus” from last time is at Blake, which I’ll re-quote in case it is relevant:
The sarcophagus glisters and sparkles in a most tremendous way. You are bedazzled and, not to a small degree, hypnotised by the beauty of the object. Strange that such wonder should be associated with the morbidity of death. Any road up, you may be interested in the inscription on the side of the gaudy object which reads:
The Most Exulted
The Highmost
The Leader of Freed Men
The Champion of the Underdog
The Most Betrayed of All
Put to Death this Day
ABCDXY0123789
By Federation Termination Order
May his Magnificence Rest in Peace
To the south of this is another roughly similar grid (with some rooms missing) where a convoluted route was needed to open various exits and get to the end.

In the version I originally played, the objective (a plum ticket) was already sitting there; in the most recent update, there is much more description:
Archive of Angst
Cramped, poorly lit, smelly hovel. This room appears to have been partitioned from a previously larger room as, incongruously, there is a brass plate set off-centre in one wall. The plate features a grille under which is an engraved instruction. Sprayed across one wall is a graffito that reads: “Nostalgia ain’t what it used to be”.
This configuration raised suspicions that a “teleport bracelet” from earlier in the game is relevant. (It initially gets described as having hieroglyphics, although examining the bracelet later shows no description.) Teleport bracelets are a big part of the original show, and the suggestion of stating a destination makes it likely the idea is to a.) wear the bracelet while standing at the Archive of Angst and b.) state the correct destination. I have no idea what this destination would be. It could be some sort of encoded thing (see the numerical message at Blake) or it could be some sort of Blakes 7 trivia, in which case I might want to just run through a big list of proper names of planets and the like to see what happens.
The odd thing about all this is it seems terribly unlikely the teleport bracelet business happens at all in the original just-find-the-ticket version of the game. Since I do technically have a way through, and others have watched more episodes than I have, I toss this riddle out to my readership with the hope someone can break through. To keep things organized, these clues from elsewhere in the game might also be relevant:
Yo, ya kno’ that Graham geezer and his massive number. Well, like, X is the spot an’ it’s the last free digits, dig it?
Blap, blap. This is fierce. Y, oh Y, does the posse go mental when I jive some symbols at ’em? All I said was “pi and mash”.
It appears that a builder from some distant time in the past (the language appears to be ancient estuarine) has left his calculations inscribed for posterity on the wall.
Wifdf = AX
Hiftf = BY
Lemff = 9782C310
In the meantime, I still have a ticket to find amongst phases 9-14, and I was given the fairly explicit hint that it was to be found near an vinyl block, which was also going to be useful.
So I set to work combing over every phase and every loose thread we’ve ever had. And dear reader, I failed. I revealed nothing, despite re-checking:
– the house with the ghost (phase 9)
– the gate with the spheroid (phase 9)
– the ticket office with the keypad (phase 10) including trying every 7-digit combo possible, since one combo reveals a tan block and maybe I thought an vinyl block would come out, no dice
– the cave of despair/graveyard that seems to be a dead end (phase 11)
Graveyard
You are in a small room with concrete walls that appear immensely strong as rusty reinforcing bars are visible in various places. The room is gloomily illuminated by a dim light entering though a hole in the roof. The east wall of the room is formed from a mound of rubble.
There is an emblem on one wall.
Partially buried in the floor is a juvenile’s skeleton.
There is a rubber ball here
There is a rigid pvc hoop here
There is a birch cane here
There is a weathered satchel here
– the giant Mastermind puzzle set-up in phase 12, and the book that comes out of it
– the ticket office at phase 13 (other ticket offices are blown up, and I had some explosives, so I tried to use them)
The game manages one bit of meta for clues in terms of useful locations. The SCORE can only go up in places that are useful to visit, or at least don’t go to dead ends.
-> n
Station Platform
You are standing on a station platform. Set high on the north wall is a sign.
There is a locomotive waiting on the tracks to the south.
Exits: NS– ——– —
Score increment of 5 points.
The game is guaranteed to let you arrive at a full score, so, for example, the lack of score in the Sewers of Phase 9 are a hint that they are a red herring. (The Graveyard above also gives no score, but I never got absolute confirmation from the authors it was a dead end.) This turned out to be very helpful at a pier at phase 11, which appeared to have nothing remarkable but gave a healthy slice of 50 points. The room was key to getting over to the other side of the lake.
Similarly, the room with the book — just a broom closet — gives 50 points. Given the lack of room description that suggests the book itself has a secret, but I’ve been baffled ever since I’ve found it. The closest I can think of in regards to the ASCII art is it depicts the projector-falling-and-hitting-you-in-the-head from phase 15.

Any ideas? I’ll take even extreme stretches at this point. I’m still serious about my deadline; I have 14 days to complete Ferret, and I’ve gone an entire week with no progress whatsoever.
Prime Minister:
Good heavens — listen to this. “Dear Mr gladstone, tonight I will commence to destroy the following ancient London monuments: Nelson’s Column, Albert Memorial and Anna Neagle. Finally, I shall blow up Greater London!”
ANTHONY:
I say, naughty fellow.
PM:
This is, this is terrible! Look he… he’s spelt my name with a small g!
ANTHONY:
Oh, Mr. Gladstone, if London is blown up at midnight, hadn’t we better have some dinner earlier?
PM:
Oh nonsense, nonsense Anthony. This is the work of a practical joker. No man would dare…
[Explosion. Sound of bomb dropping followed by glass smashing and destruction]
PM:
What was that?
ANTHONY:
Nelson’s Column just landed in the garden.
— From The Goon Show episode The Man Who Tried To Destroy London’s Monuments, first broadcast October 9, 1953
(Prior posts on Ferret here.)
Well, if you thought 70s TV sci-fi references were out there, how about a British comedy radio show from the 1950s?

From the cover of a 1971 vinyl LP of one of the radio broadcasts.
The Goon Show was originally — for Series 1 and 2 anyway — actually introduced as
Crazy People, featuring radio’s own Crazy Gang: “The Goons”.
before being renamed. Its regular episodes ran from 1951 to 1960, and it was a strong influence on The Firesign Theater and Monty Python. The Goons also make an appearance in Ferret:

Milligan is the entry room, Sellers and Eric have the projector of doom and the stove.
That’s the names of various people involved spread throughout the map of the office building in Phase 15, like Spike Milligan, co-creator and main writer for the show. And no, none of this turned out to be helpful to observe to solve the puzzle of the last ticket, but Ferret has gotten so difficult I couldn’t leave any possibility behind.
(And if you’re wondering “what happened to Blakes 7 from last time?”, well, that’s still up in the air, but apparently all that information from last time is meant to apply to Phase 16, titled Liberation; there’s at least one reference already in that area, as you’ll see.)
Last time the biggest relevation came from a clarification from the authors; I had previously asked how many tickets phases 9-14 had, and they said five. We found four, so I spent roughly a week going through each one for the fifth ticket. I then found they must have misread and though I was including 15 in my span; the fifth ticket is in phase 15! Furthermore, they clarified in a way that indicated the ticket was in the mysterious Goon Show floor with the projector and the stove where you did not need to bring any outside objects with you.
To recap, you enter the floor of the building via a window washer cradle, into the room “Milligan”:
Milligan
Apparently an office in an office block. The external curtain wall on the north side of the office block is missing allowing egress from the room. There is a corridor to the east.
I had, at the time, the extra problem here that the cradle was going back up after entering the building, and trying to escape the way I came led to going splat.
Yee-haa! As you somersault out of the office block you catch a brief glimpse of the building rising above you with the window cleaners’ cradle near the top. The glimpse is all too brief as you splatter all over the ground at the base of the building.
This turned out to be a bug (?!) but more on that in a moment.
Then there was a stove which just melted everything:
Eric
Apparently a kitchen in an office block. There is a corridor to the east. Along one wall is a worktop above which are three cupboards. Set into the worktop is a sheet of plexiglass, in the centre of which is a circular depression. All other kitchen facilities and furniture appear to have been stolen.
-> put basket in depression
Done.
A strange ethereal humming noise eminates from underneath the plexiglass. The plexiglass starts to glow, first red, then orange then white. You smell the acrid stench of burning from a long uncleaned surface. You appear to have discovered an automatic induction hob. Bang! A faulty one too. The food detection system seems to have inappropriately calculated the cooking temperature required resulting in some overheating, thereby welding the chip basket to the surface of the plexiglass.
The vinyl that melted in the chip basket has cooled to form a shallow pool.
And a projector that kills you:
Sellers
Apparently an office in an office block. There is a corridor to the west. Hanging from the ceiling in front of the north wall is a projector screen. Next to the projector screen are two cords, one long and one short.
-> pull short cord
Your yanking behaviour activates the projector screen mechanism which appears to be faulty as its initial movement is to fall rapidly to the floor accompanied by a loud screeching noise. Unfortunately, you are in the drop zone and receive a glancing blow to the head. You feel absolutely nothing of course, but the dull spark that was your life has finally been extinguished. You’ll be an ideal addition to the nearest wormery (which might eventually turn you into something useful if you don’t poison the worms first).
(Yes, I’ve gone through all this, but there’s so much stuff in this game even I need reminding.)
Knowing that no outside objects were used helped restrict our thought process. None of the items in the stove room seemed to be helpful (including a cabinet that was empty in an earlier build and filled in a later one, suggesting those objects were a red herring!) as they all either vaporized entirely or melted as in the text I’ve already given. The projector was particularly frustrating as the short cord resisted any kind of manipulation I tried.
Voltgloss in the comments eventually hit upon tying the two puzzles together:
-> tie short cord to basket
The cord is tied to the wire basket.
-> w
Your attachment to the cord prevents your egress from the room.
It does however activate the projector screen mechanism which appears to be faulty as its initial movement is to fall rapidly to the floor accompanied by a loud screeching noise. The screeching changes to a series of clicks followed by what sounds like cogs and belts engaging. Achingly slowly the screen retracts and then disappears into the ceiling. At the end of its travel the projector screen emits a rather unpleasant and expensive graunching sound. The removal of the projector screen has revealed a wall safe.
No other item seems to work to accomplish this, and I previously was under the impression (based on being rebuffed by the parser earlier) that the short cord was untieable.
The wall safe has a “vinyl block” which can be melted just like all the other vinyl things, with the difference here being it reveals something useful.
-> put basket in depression
Done.
A strange ethereal humming noise eminates from underneath the plexiglass. The plexiglass starts to glow, first red, then orange then white. You smell the acrid stench of burning from a long uncleaned surface. You appear to have discovered an automatic induction hob. Bang! A faulty one too. The food detection system seems to have inappropriately calculated the cooking temperature required resulting in some overheating, thereby welding the chip basket to the surface of the plexiglass.
The vinyl that melted in the chip basket has cooled to form a shallow pool. During the intense heat a petite waxed envelope has floated free of the vinyl block and is now stuck to the surface of the pool of cooled vinyl.
The envelope has the fifth ticket!
Usually. In one of my saved games when I try to go through this process the envelope is empty. Yes, the later phases of this game are buggy, and this really got borne out trying to escape from the office floor. You see, commenter K had, every time upon arriving at the building, had the cradle stop at the floor and not leave, so it was easy to escape. I always had it go up (I’d never seen it stop). Voltgloss had sometimes one and sometimes the other. I assume this is the same sort of bug that causes the envelope to not have a tangerine ticket in it.
Fixing the problem required Voltgloss playing the game from the very beginning and making a save at the start of phase 9. I took the save and brought it the rest of the way, getting all five tickets (still playing in the version of the game with the easy-to-grab plum ticket, without the “destination” puzzle, I’ll come back to that). I have a saved game linked in the comments which has the player avatar standing at Phase 16 while holding all five tickets.
And yes, I did say Phase 16, the long gloriously sought-after mothership (dubbed Liberation).
Ticket Office
You are in what was probably a ticket office, though it is now hard to tell as the room appears to have suffered from a number of nearby explosions. The north end of the room appears to consist of an automatic barrier, to the right of which is a turnstile and a slot. Unfortunately all of the guidance instructions appear to have been obliterated at some time in the past.
Exits: -S– ——– —
-> i
You are carrying:
a lime ticket
a lemon ticket
a tangerine ticket
a strawberry ticket
a plum ticket
-> insert lime in slot; insert lemon in slot; insert tangerine in slot;
Done.
Done.
Done.
-> insert strawberry in slot; insert plum in slot
Done.
Done.
-> n
Entrance Vestibule
You are in a featureless room. There is a turnstile set into the south wall.
Exits: N— ——– —
Score increment of 20 points.
The order is simply determined by the destinations written on the tickets; phases 9 through 13 are Richmond, Ashford, Staines, Egham, and Virginia Water Station, as seen on signs at each location, so the tickets just needed to be inserted in that same order.
The game incidentally has one of those “inventory resets” here where quite a bit of inventory doesn’t fit. We know from prior hints that a teleport bracelet is required, and you’ll see in a moment that a nickel key (from that water maze with the key in the cage) is also needed, and there isn’t much inventory space past that, so we’re finally “out of the woods” for the most part in our Phases 9-15 nightmare (not that there might not be yet another piece of info squirreled away, but other than the plum ticket puzzle, it seems like we’ve prodded every corner).
I haven’t started seriously puzzle-solving yet, but let me at least give the lay of the land of the new area. It is essentially a “main route” with “branches”.

-> l
Car Park
You are standing on a vast tarmaced area surrounded by fences. The tarmac is marked with strange white stripes. To the south is the entrance to a Railway Station. A lane leads off to the east. A metalled road proceeds in a northerly direction.
Exits: NSE- ——– —
-> e
Lane
On a fenced lane running east west.
Exits: –EW ——– —
Branch one is fairly boring, and is just a lane that gets blocked off by a warehouse. Unless there’s a secret way to open it, or we loop back and use this place as an exit, this is just filler.
End of Lane
On a fenced lane running north south. The southern end of the lane is blocked by the side of an immense warehouse.
Branch two is more interesting:

A small hut with a bench running along one side under a window. On the bench is a large metal box surmounted by various instruments, notably a keyhole, a plunger, the toggle for a hooter, numerous terminals and wires. Attached to one wall of the hut is a framed notice.
The keyhole takes the nickel key, and will give a “clunk” if turned.
The toggle will given a siren with the specific verb PUSH DOWN:
-> PUSH DOWN TOGGLE
A siren wails, echoing around the mine workings.
(This would be extremely hard to find — PUSH alone doesn’t work — except for the TEST verb which has been useful the whole game.)
You can LIFT the plunger (the game just says “Done.”) and again, the game is very finicky about the syntax here and TEST saved a lot of experimentation..
What I have not been able to do is “wind” the plunger, as per the instructions:
-> read notice
Only parts of the notice remain legible as the handwritten elements have faded:
Conquest Mining Corporation
Blasting Procedures
Hooter must be sounded no more than minute(s) before blasting.
Wind plunger turn(s) to prime blaster rotor.
Depress plunger to initiate blast sequence.
Blasting is forbidden between the hours of and .
In event of problems call Central Mining Control Centre.
Operations out of normal parameters contact neighbourhood liaison on red.
Last safety check completed:
I’m guessing this will fall to a bit more experimentation (and maybe another nasty verb use) but let’s move on for now to the next branch:

Gaol
In front of a large building protected by an armoured door.
Exits: —W ——– —
-> open door
Opened.
-> e
The door closes behind you and emits an ominous click.
Jailhouse
A featureless room with a noticeboard on one wall. At one end are a table and chair securely fixed to the floor. The jail has just one cell separated from the main jailhouse by strong iron bars. The cell comprises the northern end of the jailhouse and is accessed through a barred iron door. Attached to the inside of the bars is a semi-transparent banner with writing that is indecipherable from the reverse side. To the east is a wooden door and there is a stairway leading down.
Exits: —- ——– -D
The prison cell contains:
a flesh-eating zombie
some rotting carcasses
The entry is one-way; getting out is the primary puzzle here. The wooden door is incidentally locked and gives the default message when using a key which suggests no key will unlock it. You can still die by kicking it, just like that red herring all the way in Phase 1.
-> kick wooden door
Your foot goes clean through the wood of the door causing you to lose balance. As you fall forwards you impale your anal sphincter on a very sharp splinter of wood, resulting in massive internal injuries and severe bleeding.
You’ve curled your toes.
Also, yes, the zombie feels “out of genre”; we have had some a mutant creature (that we had to hand a defective weapon to in order to defeat) but nothing like a zombie. EXAMINE ZOMBIE incidentally crashes the game.
The lower section has a pair of headphones which give an audio tour of the surroundings.
Vestry
A small dimly lit area with various coathooks and clothes racks. There is a bead curtained exit to the south. The east wall is panelled in dark wood, above which is a beautiful icon depicting a heavenly female figure. Set in the halo surrounding the figure in a spectacular jewel.
Exits: -S– ——– —
There are some wireless headphones here
-> wear headphones
Done.
Over the headphones a pre-recorded message is looping through a presentation:
Welcome to the Liberty Tours Audio Guide.
You are in the Vestry. A robing area used by the resident priest.
-> s
Dock
A small enclosed area that overlooks a courtroom. There is a solitary chair and a stairway leading down.
Exits: —- ——– -D
Over the headphones a pre-recorded message is looping through a presentation:
Welcome to the Liberty Tours Audio Guide.
You are in the Dock. Suspects were required to sit in this area while their trial proceeded in the adjoining courtroom.
On to the last branch:

There’s presumably a lot more to see, but I’m fairly immediately stuck.
Antechamber
You are in a corridor with walls made completely from a weird opaque substance.
There is a steel door to the north.
Exits: -S– ——– —
-> open steel door
Opened.
-> n
Bottom of Lift
You are in a small aluminium-lined room. To the south is a steel door. Next to the door is a red button, under which is a chrome plate.
Exits: -S– ——– —
Score increment of 10 points.
-> push button
Click.
-> read plate
FEDERATION SECURITY
PROCEDURES DICTATE
THAT VALID AUTHORITY
(E.G. NAPIVS) MUST
BE CARRIED AT ALL
TIMES WITHOUT EXCEPTION
The Federation indicates pretty clearly we’re in Blakes 7 territory here, but wearing the Teleport Bracelet gives no change to the red button. I think it likely the other branches need to be finished before this one does anything.
That’s almost all the new discoveries for now. We’re still trying to retro-solve the business with the plum ticket (that is, the puzzle that only got added in the most recent version, but we can play an older version and skip it); we have received the info that we do need to say a particular word at the Archive of Angst in order to get the ticket, and this word can be found by forming a projector (out of items we have on our person) and use that projector to look at two transparencies that we’ve found in odd spots in the game. However, we have made no progress on this at all. Many “assembly” puzzles in games are naturally easy in that you can accidentally fit two pieces together without knowing what’s going on, but the verbs in Ferret are finicky enough you might be properly intending to fit item X into item Y (say, a piece of linen and a plastic fruit bowl) but not using the right verb. There is a conspicuous lack of a light source; we still have a flashgun but the button only worked when we were using it way back in Phase 8.
I did also resolve the book! I’m going to skip how I figured out the puzzle (check the comments of my last post if you’re dying to know) and just do this without words:

