Complex Puzzles and the Importance of Double-Checking

Puzzles are constantly evolving, and in the age of the Internet, the only thing more impressive than the multi-stage brain-melting complexity of some puzzles is the ability of people to work together to solve them.

There are the in-person examples, like escape rooms, scavenger hunts, and puzzle hunts, where people gather together to unravel a series of puzzles in order to accomplish a task.

But when it comes to the hidden challenges concealed within some video games, the Internet itself becomes the gathering place for dedicated puzzlers to come together and crack these ingeniously devised brain teasers.

We’ve talked about several of these puzzle hunts in the past. There was the Gravity Falls cipher hunt that led to an actual statue of the show’s villain Bill Cipher in the woods of Reedsport, Oregon. (And a mayoral position for the first person to find him and shake his hand!)

There was the puzzle-turned-global-scavenger hunt from Trials Evolution that won’t be completed until 2113 at the base of the Eiffel Tower. And there was the Destiny 2 puzzle hunt that led to a replica of one of the game’s most famous weapons.

[Just one of the codes employed in the Trials Evolution puzzle.]

What’s amazing about these elaborate puzzly challenges is the complexity involved. There are different codebreaking techniques applied, levels upon levels of deduction, bits of word association, pattern recognition, and more, all of which must be executed to perfection in order to arrive at the correct solution.

But as a puzzle editor myself, I can’t stop focusing on how that complexity only increases for the puzzlesmiths themselves. After all, they have to create these clues, reverse engineering a challenging, multi-layered series of puzzles resulting in the answer they want, and along the way, make sure that it’s actually solvable.

I mean, creating a challenge is one thing. But striking a balance is remarkably difficult. You have to offer breadcrumbs and clues so that solvers know how to proceed (or that they’re on the correct path), and you can’t make it too easy, or it doesn’t feel like a worthy challenge. But make it too hard, and you risk solvers becoming frustrated, or worse, not discovering your creation at all, which feels like a wasted effort.

Threading the needle in this fashion is an awesome task in every sense of the word, and every time I see one of these puzzle hunts unearthed and completed blows my mind. The folks who solve them are the coolest, and the folks who create them are badasses.

But with all these elaborate puzzles, I couldn’t help but wonder… what happens when something goes wrong?

I mean, we’ve all seen crosswords with incorrect clues, or cases where more than one answer to a riddle or a puzzle makes sense. These things can happen, no matter how hard you try, or how often you test-solve and beta-test.

Recently, that question was answered.

The crew behind Destiny 2 — the same game that featured the impressive Warmind puzzle from last year — unleashed a new fiendish puzzle as part of their Black Armory content pack. That puzzle, Niobe Labs, served as a lock, and until the puzzle was solved by at least one player, none of the online players could access the adventures that lay beyond it.

The puzzle was released last Tuesday, and last Thursday — less than two full days after the release — the company decided that it was unfair to have regular players waiting for those with world-class puzzly skills to unravel the secret behind the puzzle, and they opened the full download for everyone.

Now, that might seem like a knee-jerk reaction, given that it was less than two days afterward. But it’s worth noting that these online crowd-solving efforts can work remarkably quickly, since so many people are not only trying it, but sharing their discoveries with each other.

In fact, in less than 24 hours after the original release, players had completed six out of the seven puzzles in Niobe Labs, involving complex ciphers, visual patterns, and references to sources as disparate as “Frere Jacques” and Victor Hugo.

Level Seven had the entire community stymied. And with good reason.

The puzzle was broken.

As it turns out, a piece of coding connected to the Level Seven puzzle had been deleted from the game’s code, making the puzzle unsolvable.

The Destiny 2 designers offered a new hint late Friday night to solvers, consisting of six cryptic sentences. And within hours, the intrepid solvers pooled their collective skills and knowledge to crack the final puzzle.

It never ceases to amaze me what puzzlers can accomplish when they put their minds to it, particularly when they work together.

And, of course, it makes me grateful for the test-solvers and beta-testers out there making sure our puzzles actually work as intended. Although this might’ve been embarrassing for the crew behind Destiny 2, it’s a valuable lesson.

Don’t be afraid to have someone check it one more time.


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Kickstarter Roundup!

Oh yes, it’s that time again.

For years now, crowdfunding platforms like Kickstarter and Indiegogo have been hotbeds of innovative puzzle and game design, and I’m always happy to spread the word about worthy projects that I think will delight and intrigue my fellow PuzzleNationers.

So let’s take a look at some projects that are currently seeking funding and see if any pique your interest!


The first is Peter Gordon’s Fireball Newsflash Crosswords.

Culturally timely clues and entries are a hallmark of this marvelous variation on Gordon’s long-running Fireball Crosswords brand, and you can be guaranteed that each Fireball Newsflash Crossword grid will be well-constructed and cleverly clued.

With twenty puzzles sent to you by email — one every two to three weeks — you’ll always have some terrific puzzling to look forward to.

Gordon has a knack for melding flowing grid design with sharp, topical entry words, and much of the time, you’ll not only be impressed by how much material makes it into the grid, but by what major and minor events you’ve missed recently! Gordon’s history of topnotch puzzles is all the incentive you need to contribute.

He’s already at one-third of his target goal, and he only launched a few days ago. I suspect Peter’s got another successful project on his hands here.

For the roleplaying-game enthusiasts out there, our second offering is right up your alley: Treacherous Traps.

Designed for the 5th edition of Dungeons & Dragons — but easily adapted for all sorts of other RPG systems — Treacherous Traps offers obstacles and surprises for players of any experience level.

Whether you’re selecting one of the specially tailored decks or the hardcover book containing all 250(!) traps, you’re sure to find plenty of devious ammunition to toss at your players.

Treacherous Traps has blown way past its original goal, but there’s still plenty of time to get in on the ground floor of some fun and crafty additions to any roleplaying campaign.

For our third and final offering today, we’ve got a new board game with ancient ties.

Enso Koi is a strategy game where each player tries to capture their opponents’ koi fish while protecting their own. As players navigate the pond, seize and maneuver stones, and eliminate the rival fish, they’ll have to devise tactics while playing both offense and defense.

A mix of piece-capturing games like chess and territory-control games like Risk, Enso Koi offers an elegant new take on classic board game tropes.

It’s about a third of the way funded already, and for a first-timer on Kickstarter, that’s pretty impressive!


Have any of these games hooked you? Let us know which ones you’re supporting in the comments section below! And if there are any campaigns you’re supporting that we missed, let us know!

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Kickstarter Roundup: Ad Quest!

A well-designed board game can make nearly any endeavor a fun and engaging gameplay experience.

Sure, there are games where you endure monstrous onslaughts (Castle Panic!, Dead of Winter), cure outbreaks (Pandemic), escape dungeons (Welcome to the Dungeon, Escape: The Curse of the Temple), and conquer rival civilizations (Small World, Risk).

But there are also games where you manage a farm (Agricola), grow bamboo (Takenoko), run a newspaper (Penny Press), or build a stained glass window (Sagrada). Your goal doesn’t have to be earth-shaking to be worthwhile and engrossing.

And there’s a game currently seeking funding on Kickstarter that fits the latter pattern. You might not be slaying dragons or toppling empires, but you will definitely be in for the fight of your life.

The game is called Ad Quest, and I think you should give it a look.

Ad Quest places you in the shoes of an advertising creative team. You’ll conceive your ideas, deal with clients, test your ad, produce it, and polish it until it’s a shining example of your work, fit for your portfolio.

Designed with a razor-sharp wit and a potent dose of cynicism, Ad Quest creates a challenging and entertaining gauntlet for you and your fellow players to run, peppered with obstacles like focus groups, rogue clients, and celebrity meltdowns.

The game board is sleek, the cards are wonderfully designed, and the game strikes an elegant balance between real-world frustrations and clever design, ensuring that you’ll be kept on your toes throughout the entire game.

You can check out the Kickstarter campaign here, and be sure to follow the Ad Quest Instagram account for more details, pictures, and behind the scenes glimpses into the game and design process. Additional details can also be found at adquestgame.com.

I think creators Adam Samara and Michael Camarra have a real winner on their hands here.


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Turn Your Smartphone Into a Rubik-Solving Sidekick?

I just can’t resist a bit of Rubik’s Cube news.

We’ve covered Rubik’s Cubes a lot on this blog. We’ve seen them solved underwater, while being juggled, during a skydive, and one move at a time by strangers on a world tour. And yes, we’ve seen them solved in increasing faster times, both by humans and machines.

The human record hovers around the five-second mark, while the machine record stands at .38 seconds, which is brain-meltingly fast.

Now there’s a new tool on the market to up your Rubik-solving game like never before. It’s called GoCube, and it’s on Kickstarter right now.

GoCube is a Rubik’s-inspired twisty puzzle that is Bluetooth-enabled in order to interact with a phone or tablet. It offers real-time updates on your solving progress — which corresponds to areas of the physical cube that light up — as well as carrying a whole host of other features.

You can use it as a training tool to teach you the tricks of the solving trade, whether you’re just learning how to solve a twisty puzzle or you have aspirations of being a speed-solver.

GoCube’s connectivity even allows you to compete in head-to-head solves with other users. Plus you can use the cube as a controller for mini-games, in dexterity challenges, and more.

This seems like an impressive step forward for twisty puzzles. Although the price tag is pretty hefty — the basic Kickstarter package starts at $69 (although the creators claim it will retail for $119) — the campaign has already blown past its initial goal of $25,000. It currently sits at over $400,000 in Kickstarter-backed funds with over a month to go.

Puzzles continue to grow and adapt to the modern technological revolution in unexpected and fascinating ways. I can’t wait to see what tech-savvy puzzlers cook up next.


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Streets of Steel: An Early Look at a Kickstarter Campaign to Follow!

We’ve covered many interesting and ambitious Kickstarter and Indiegogo campaigns over the years, each with their puzzly goals and aspirations. Some reinvent an old classic, while others forge a new path by creating a unique solving experience.

The subject of today’s post is doing a little of both. Enjoy as we delve into the world of Streets of Steel!

Streets of Steel endeavors to capture the spirit of ’80s 8-bit Nintendo fighting classics like Streets of Rage or River City Ransom, all while creating an engrossing play experience built around cooperative combat.

As a huge fan of games like this (particularly the Double Dragon franchise, which has a similar gameplay style), I was immediately intrigued by the idea of translating the side-scrolling video game experience to the tabletop realm.

Check out this intro from the Kickstarter page for the game:

Steel City has fallen into disarray. You and your crew must clean up the streets in this 1-4 player SideScrollin Co-Op boardgame

A generation ago, Steel City was a shining beacon of cooperation, peace and prosperity. Neighbors cleaned up after their dogs. Graffiti rarely used offensive language. PTA meeting attendance was high. Then, the Disaster struck. Now, Steel City is a mere shadow of its former glory. Roving bands of thugs terrorize honest citizens. Evil corporations dump toxic waste in the street. PTA meeting attendance is low.

Tired and fed up, a few brave Steel City heroes have banded together to stem the tide of carnage. YOU are one of those heroes. YOU will clean up these STREETS OF STEEL.

The campaign has already reached its funding goal, and now supporters continue pushing the total higher, reaching several stretch goals that increase the quality of game pieces and add new mechanics to the gameplay itself. (And there’s still time to become a backer!)

I reached out to creator Ryan Lesser, and he was kind enough to answer a few questions about the early development days of Streets of Steel.

When asked about how Streets of Steel came to be:

I was thinking of other ways, besides my first board game High Heavens, to bring a combat-heavy tabletop game experience to non-hardcore gamers. Randomness and dice rolling are both pretty much non existent in High Heavens, so I figured I would go heavy on that.

I also wanted to make a cooperative game, where High Heavens is competitive. Those two goals had my mind crunching, looking for cool gameplay that could support that. Pretty quickly, I thought to bring the beat ’em up video game genre to the tabletop.

When asked how the development process (both in game design and Kickstarter launch) was different from his previous game, the thoroughly enjoyable mythology-fueled player-vs-player game, High Heavens:

In a lot of ways the dev was similar, but specifically, the co-op play was very different. Instead of creating a tight but expandable experience that pits players against each other, every decision that I made for SOS was to bring them together as a team. Every single new idea, move, power, etc that was generated, had to serve the purpose of team play.

I also designed this one, not alone, but with a partner-in-crime. Matt Moore and I have been working together since about 2006, when I hired him as an Artist at Harmonix. Since then, he has become an Art Director himself at other companies but all the while we have both played, and jammed on ideas for board games. This time I formalized things and he came on board to help me finish the game. He spent a large amount of his time on SOS crafting the Baddie Behavior Deck… our AI system that tells the game what to do against the players.

Another big difference is that instead of leaning heavily on ancient mythology, as in High Heavens, I wanted to invent my own, new IP based on all of the inputs I had during the 80s. It was sort of my Weird Science, but instead of trying to make a human, I wanted to make a board game. In SOS, you can see not only my own inventions, but lots of influences from movies, TV, music, comics and of course, video games.

He definitely nailed that aesthetic. Each player controls a different hero, each one a pastiche of fighting game characters and ’80s movie tropes. Average Joe, for instance, definitely wouldn’t have looked out of place as a member of Cobra Kai, or among the Warriors as they battled their way across town. And yet, for video game fans, there’s no denying the resemblance to Ken from Street Fighter.

Mayor Van Dammage, on the other hand, is every cop-movie authority figure joke simultaneously. He’s the exasperated police chief, the partner with one day until retirement, and the cigar-chomping rogue cop on a mission, all at once. And with a name strongly reminiscent of one of the hokiest tough guys in film history, every player will find something recognizable with him.

Plus the bad guys are topnotch. Check out this quick Instagram clip of Ryan getting the Boss Mutie’s expression just right (in a ghastly way, of course):

As a co-op game, players must work together, combining their skills, wits, and items acquired in the game in order to stop the bad guys and save Steel City. All co-op games rely on strong problem-solving, strategic thinking, and careful resource-management, which just happen to be three skills that puzzlers have in spades.

And I suspect this game will give puzzlers and fighters a challenge well worth their time.

I hope you enjoyed this little glimpse behind the curtain for Streets of Steel. There’s still time to back it on Kickstarter and contribute to the game’s production and success! Click here for all the details!

And be sure to check out their Kickstarter Live broadcast on Friday around 11am EST!

Thank you to Ryan Lesser for not only taking the time out to talk to us, but for opening up the archives to show us some of the development process for the game! Here’s hoping Streets of Steel reaches even greater heights of success before the campaign is through!


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A Video Game Puzzle Hunt Reaps Real-World Rewards!

We’ve written about some pretty amazing and elaborate puzzle hunts here in the past. There was the Gravity Falls cipher hunt that led to an actual statue of the show’s villain Bill Cipher in the woods of Reedsport, Oregon. (And a mayoral position for the first person to find him and shake his hand!) There was the puzzle-turned-global-scavenger hunt from Trials Evolution that won’t be completed until 2113 at the base of the Eiffel Tower.

And now, a massive crowdsourcing effort has cracked another masterpiece, a puzzle hidden in an expansion pack for the video game Destiny 2. Destiny 2 is an online first-person-shooter loaded with sci-fi trappings and in-depth storytelling where players explore a shared environment while engaging in their own personal plot and adventures.

The most recent expansion to the game, Warmind, was released last week, and players noticed an elaborate symbol on a wall in the bunker of Rasputin, a sentient robot. The symbol appeared to be a lock surrounded by keys and curious symbols.

This Kotaku post went live on Friday, three days after the Warmind release, revealing the incredible online effort already in motion to unravel the secrets of the Rasputin puzzle. The subreddit r/raidsecrets was ground zero for the puzzle-solving efforts, and players compiled their theories and discoveries there.

Players quickly determined that each of the keys had a symbol that linked back to other imagery from the game, and by following those breadcrumbs, they had a chance to crack the cipher.

The first symbol was found in several places, each time with a set of digits and a bar in a particular position. Solvers theorized that these symbols represented the word “reverse.”

The second symbol appeared beside a Braille grid, leading hunters to crates with Braille lettering on them: OEAARRTFWTH. This anagrams to The Art of War, Sun Tzu’s famous tome. In this case, The Art of War was used as the source material for an Ottendorf Cipher. (That particular cipher was made famous by Nicolas Cage’s National Treasure movies.)

This type of cipher uses numbers in groups of three, and these numbers correspond to positions of letters in a book. Most often the numbers refer to Line, Word, and Letter. Decoding the number-combinations in the image above led to the answer “Destroy all second A and B. Then destroy all third C and R.”

These two clues were assumed to be instructions for what to do with the encoded ciphertext others had discovered in the game:

This encrypted message was the heart of the puzzle. But there was more to uncover first.

As it turns out, the last three keys in the image represented different words to apply to the ciphertext in order to properly decode it.

The fourth symbol was found near a Morse Code sequence that spelled out “NTEHNMLNEEGIT,” an anagram for “Enlightenment.”

The fifth symbol pointed toward a monitor with some peculiar code on it. It turns out the code was actually Jianpu, an ancient form of Chinese notation for writing music. When translated into actual music, a player identified the piece as an excerpt from Tchaikovsky’s Swan Lake.

One intrepid codebreaker then tried to decrypt the ciphertext given the clues everyone had assembled thus far.

He reversed the ciphertext, according to the instruction of the first key. He then removed every other A and every other B from the text, then every third C and every third R, according to the instructions of the second key.

Then, employing a Vigenere cipher, he used the two key words he had — “enlightenment” and “swan lake” — to begin decrypting the text. He managed to decrypt the entire text, but more incredibly, he also reverse engineered the missing third key word — “mechanized” — while doing so.

And what was the final message, after all this?

thank you for taking the time to piece together this message, friend. the time of our final conflict is drawing closer and you and ana have an important role to play in the events to come. so watch over her, guardian. i would have no life without ana or the exoprogram. i regret that we have become strangers, but we each have a path that we must walk. and, ironically, there never seems to be enough time. tell her, rasputin’s first attempt was in the right location, but the wrong moment. look here: 43.549573, -73.544868 – e

As you might suspect, those numbers at the end are GPS coordinates, which correspond to Sleeping Beauty Mountain in upstate New York. (The company that developed Warmind, Vicarious Visions, is based in upstate New York.)

A small treasure trove of prizes awaited the brave soul who trekked out to Sleeping Beauty Mountain on Saturday morning. The centerpiece was a giant spear, a replica of a weapon from the game known as the Valkyrie.

From the Kotaku article following up on the puzzle’s resolution:

There was also a box of gold coins (along with instructions asking the finder to only take one), a set of notes, and a journal for recording visitors. The note, from Warmind design lead Rob Gallerani, encouraged the finder(s) to share photos of this discovery and told them that there are only three spears like that in existence — one at Vicarious Visions, one at Bungie, and this.

The spear, shown above (alongside the visiting team from Vicarious Visions) now resides at a comic shop called The Freakopolis Geekery.

As for the gold coins and the geocache Vicarious Visions had set up for others who make the trip, unfortunately, park rangers removed it because the designers didn’t get a permit. The coins have been returned to Vicarious Visions, who are currently reaching out to all the folks at r/raidsecrets who contributed to the solution of the puzzle, hoping to get them the coins they so richly deserve.

And, as if all that wasn’t amazing enough, it turns out… this might not be the end of the adventure.

Because a sharp-eyed observer noticed some text embossed on the upper portion of the replica Valkyrie spear:

At the moment, no one knows what the letters mean. But if I had to wager, I’d say the master puzzle solvers at r/raidsecrets should keep digging. Who knows what they’ll find next?


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