LOST OVER BERMUDA Custom Cables Incorporated, 1983 ================================ Solution by Exemptus - August 2022 Overview and general hints: --------------------------- This game is broken. I mean, totally broken: the code is a disconnected mass of bugs, some logic in the program is missing, an important connection is messed up, and it cannot be completed. More than that, the player cannot even leave the aircraft, which is the very first puzzle in the game. I'm forced to conclude this was brought to market in bad faith, as the game is unfinished and unplayable. Other Elfin adventures are buggy, but this one takes the cake. So if you are playing the original game, you won't be able to go far. I have produced a fixed version, which can be played and finished, but if you don't come across it, here is a minimal set of changes to the BASIC code that will enable you to fix your version. Although there are several editions of this game, they differ in trivial presentation details, but the main program seems to be identical, so this should be valid for any version you play. Just BREAK into the game, type the following lines as they are, and then RUN again. 1411 FOR I=1 TO 6: IF I(I)=23 THEN GO TO 1412 1412 FOR J=1 TO 6: IF I(I)=26 THEN GO TO 2000 1420 IF LC=18 AND N=18 THEN GO TO 1422 1422 FOR I=1 TO 6: IF I(I)=32 THEN GO TO 1425 1425 FOR I=1 TO 6: IF I(I)=25 THEN GO TO 1428 1428 PRINT "ANOMALY FIELD CONTROL ROUTE NOW OPEN": LET L(17,2)=16: GO TO 20 8700 DATA 5,4,3,5,0,0 Now for the game itself: we are sent by plane into the Bermuda Triangle in order to investigate the disappearance of a crew. Soon we'll find ourselves in hot waters, as the Triangle happens to be a spacetime field anomaly deliberately created by evil Atlanteans, who kidnap people in order to enslave them. The objective will be to find and free the prisoners, disable the anomaly field, and escape back home (or civilization anyway). The game follows usual Elfin conventions: directions require GO <direction> with NESWUD, EXAMINE is different from SEARCH, and GET is used instead of TAKE. This one admits HELP in a few places as well, and there are no unusual verbs. Well, there is a situation that allows BAIL OUT, but it's not necessary to use it. It is a very short game, although who knows: it might be missing more code than I imagined so it could have been longer, with a few more puzzles. My changes are minimal so the game can just be completed. Walkthrough: ------------ [We are in the cockpit of an aircraft; there is a parachute, an oilcan, and a locker here. You will quickly notice that if you start giving directions, the description is the same, so you may assume all directions loop over the same single location. But no: on the contrary, there are *seven* different locations in the aircraft, all of them with the same description and objects. This is not a bug, but deliberate, although it is a baffling design decision. It is odd because there is code to explicitly prevent the player from taking or dropping any objects (or opening the locker) in any of the 7 locations but the first one, where the game begins, as allowing so would create duplicate objects and confuse the parser.] GET PARACHUTE GET OILCAN OPEN LOCKER [There is a life-jacket and an axe] GET LIFE-JACKET [We can ignore the axe] [The aircraft will happily be like this for ever until we enter location 7, which is the same description but now the plane is out of control and going down to sea. The original game has a rogue connection from one of the locations in the plane to a place which is far further in the game, which took a while to realize it wasn't deliberate because, well, Bermuda Triangle and spacetime anomalies. In any case, the intended way to leave the aircraft is with the parachute and life-jacket.] GO W GO N [Here is the "out of control" location: from here we cannot go back. The unfixed game requires both the parachute and life-jacket to be present in order to proceed, but what it actually checks is that the objects are present in the location, not our inventory. And since it is impossible to open the locker or to drop any objects in this location, the player is stuck here forever. The fix correctly checks for inventory presence. By the way, this is one of the locations where we can ask for HELP.] HELP ["You need a spear in the jungle"] [The clue is right, but just not relevant to this situation. We'll see later.] OPEN PARACHUTE [BAIL OUT also works here; we are at sea] GO N [To beach] DROP PARACHUTE DROP LIFE-JACKET HELP ["Two clues point to the correct code"] [This will make sense later. For the time being, we are on an island, so let's explore.] SEARCH BEACH [A spear shows up; according to the first clue, we'll need it] GET SPEAR EXAMINE CLIFFS [We notice a vine] CLIMB VINE [Top of cliff] GO N [Jungle clearing; there is a dinosaur (?) here] [This probably means that we have travelled in time. All is possible. The dino is mangling a body, but this is not mentioned at all in the description. In any case, we are in the jungle, where the spear was supposed to be needed, so...] THROW SPEAR [The dinosaur goes away and leaves a body] GET SPEAR [It will still be useful later] EXAMINE BODY [What's left is in pretty bad shape] SEARCH BODY [A token shows up] GET TOKEN GO N [We are in front of a building with a door] EXAMINE DOOR [We find a slot] INSERT TOKEN [The door opens and we can go E] GO E [We are now in a narrow platform with a railcar. There are several like this one as railcars seem to be the preferred way of transport in this Atlantean complex. Railcars link two locations: one can be reached from the other one-way by a normal direction, but going the other way requires ENTERing the railcar.] SEARCH PLATFORM [A card appears] READ CARD ["JAGGED"] [JAGGED? What's this? We have been able to read the card because it's not a carryable type of card, but a plaque (really, the description should have read "plaque" instead). We don't know what JAGGED means. Maybe it will make sense later. There's nowhere else to go, so we'll take the railcar.] ENTER RAILCAR [Another platform] [There is a dogtag here. It can be EXAMINEd, and it will tell us it belonged to the missing crew, so we know we are in the right place, but it has no other use.] HELP ["Oil is a lubricant"] [OK, thanks for the wisdom. The player probably knew that already, unless their education had been questionable. On the other hand, we have been carrying an oilcan from the start, so it's good to know it'll probably have some use.] SEARCH PLATFORM [Another card] READ CARD ["A0"] [Another cryptic clue. Let's think about it later. Before going N, please check you are carrying the oilcan and the spear.] GO N [Some cattle pens are here. A guard sees us and flees.] [The guard would have killed us unless we carried a weapon. Both the spear and the axe are good for this, but the spear also allows us to deal with the dinosaur, which is the reason not to bring the axe along. Now what do we have here? These cattle pens are where the kidnapped crews are held. The description does not say, but it can be inferred from the context. We'll need to open them.] OPEN PENS [You can't] [Not very useful. In order to open the pens we need the oilcan, which we have, but clearly it's not enough.] SEARCH PENS [A box and a plastic card appear] GET PLASTIC CARD EXAMINE PLASTIC CARD [It is covered in strange symbols] [The plastic card looks important. The box, if EXAMINEd, will reveal a dial. The dial will dissolve the force field in the location N of this one, but it's a trap, as the Atlantean guards surround and execute us. There is no way of dealing with the force field and in fact it can be ignored. Maybe this was a part of the game that wasn't completed, or maybe just a red herring.] GO W [Another guard flees] GO W [Rec room; the poster is just decoration] GO W [The Guard Officer's quarters; there are some papers here] [If READ, the papers will just say "This is the duty rosta for 34/2/56", which looks significant, but isn't. My guess is this an attempt to lead the player astray.] GO W [Another railcar platform] HELP ["The technician could hold the vital clue"] [We hope so, because so far we're quite in the dark. We haven't met the technician yet, but it's likely we will.] ENTER RAILCAR [A junction] GO N GO W [The technician's quarters] [Aha! the famous technician, who is here, but flees on sight. One might think that the spear shouldn't be carried here, so the technician wouldn't escape, but actually this forces the technician to flee with the book.] DROP SPEAR [Not needed anymore] GET BOOK READ BOOK [The de-programming card needs to be entered and a 6-digit code too] DROP BOOK [Now, this is actually useful, and starts to make sense. In order to de-program the anomaly field we need a de-programming card, which is likely to be the plastic card we already have, and a 6-digit code. We need to find a way to open the pens and also to find the anomaly control room, but we are in the good track.] GO W [There is a body here] HELP ["The key to success could be close by"] [The body does not respond to EXAMINE or SEARCH, but the clue seems definite, so we'd better try other verbs.] MOVE BODY [Success! A key appears] GET KEY [That's it, this will open the pens. Back there at once.] GO E GO E ENTER RAILCAR GO E GO E GO E GO E GO E [At the cattle pens again] [Opening the pens required another fix, since both the oilcan and key are needed, but again they are checks to be present in the location instead of the inventory, which does not make any sense. But it's worse, because the logic that triggers something to happen when opening the pens is completely missing: there is a GOTO to a line that doesn't exist, and this elaborate setup requires at least a missing connection to be restored. The fixed version makes this happen, although it would have been proper to acknowledge the release of the missing crew, etc. In any case, this allows game completion.] OPEN PENS [The anomaly control field can be reached now] [I haven't said where it can be reached from, of course. That would have been too easy, so the player will have to search for a new exit somewhere that wasn't there before. :) But it's just south of here, so there's no need to go far.] GO S GO S [Another railcar platform] HELP ["Force fields can kill", which hints at the red herring mentioned before] GO S [The machine room] EXAMINE MACHINE [A keyboard appears] INSERT PLASTIC CARD [Please type the six-digit code] [Let's see. Only the famous code is missing, so what can it be? We have all the pieces for this puzzle now: if we remember, an earlier hint said that there were two clues pointing at the code, and the two pieces had to be those mysterious inscriptions of "JAGGED" and "A0", since we never found out what they meant. But knowing that the code is 6 digits, and that the word JAGGED has six letters, it stands to reason that it encodes the code. Now we see that A0 means that A=0, so B=1, C=2, etc. So the word JAGGED translates to 906643.] 906643 [Bingo: the anomaly field will dissipate in 24 hours] [All that's left is to escape. There is an area we haven't yet explored, so let's go there.] GO N ENTER RAILCAR GO N GO W GO W GO W GO W ENTER RAILCAR ENTER RAILCAR [Please note this is a different one] GO W [Small room; there is a map and a circle here] EXAMINE MAP [Rum Cay in the Bahamas is flashing on it] ENTER CIRCLE [This is a transporter, which returns us back to our time and space (or to Rum Cay in the Bahamas, as the map indicated). The game warns us that unless we de-programmed the anomaly field, we haven't yet completed the game, so it does not bother to check - but we know that we did it the right way.] [End of game.]