The Great Escape (Room)!

room

For years now, Headless Horseman in Ulster Park, New York, has been one of the premiere haunted houses in the country, complete with hayrides, a corn maze, and hundreds of employees working to surprise and spook you. Celebrated for their immersive storytelling, as well as scares designed to delight and terrify all at once, it’s a Halloween tradition in the Northeast.

But recently, they’ve turned their creative energies toward a more puzzly experience: escape rooms.

This weekend, my siblings and I (plus some friends) tackled one of Headless Horseman’s escape rooms, Houdini’s Workshop, and it was an absolute blast.

houdinis-workshop

Here’s the story behind Houdini’s Workshop, courtesy of the Headless Horseman website:

Houdini, the world’s greatest escape artist and famous magician, made a pact with his wife Bess to try and make contact from beyond the grave upon his death. They also set a deadline by which they would give up and Bess was to move on with her life.

As the hour approaches for the deadline, you and your friends are their last hope. You have one hour to discover the final item so that Bess may make one last attempt to contact her beloved husband.

And so, the ten of us piled into Houdini’s parlor and set out to explore… and there was plenty to explore! Hidden panels, riddles, brain teasers, and red herrings galore, not to mention a plethora of locks that would take cleverness, deduction, and teamwork to crack open.

How did we do? Well, I’m proud to announce that we escaped with 4 minutes, 30 seconds left on the clock. Everyone contributed to the solve, and everyone had a fantastic time.

Now, I can’t give you details on specific puzzles or anything like that, because that would ruin the experience for others who might accept the challenge of Houdini’s Workshop.

But it occurred to me that I could give you suggestions for other ways to exercise your puzzly mind and flex your mental muscles in the real world.

1.) Puzzle Hunts

fantasticrace

[Game Master Bob Glouberman instructs a batch of competitors
in the Fantastic Race. Image courtesy of The LA Times.]

Puzzle hunts are interactive solving experiences that often have you wandering around a certain area as you crack codes, unravel riddles, and conquer puzzles. Some only run at certain times each year as annual events, while others (like the Fantastic Race or the Great Puzzle Pursuit) run for a longer time before being retired.

2.) Murder Mystery Dinners

[Image courtesy of Vancouver Presents.com.]

Murder mystery dinners thrive on the theatricality of the event. Attendees can overhear arguments, catch snippets of banter and exposition as they walk around, and engage characters in conversation to learn more. The more you interact with the story, the better chance you have of solving the mystery, but even passive players will get the big picture.

Some restaurants and nightly cruises run murder mysteries, but there’s a growing trend of people running their own as party events. I ran two in the office last year for fellow puzzlers!

3.) LARPing

LARPing, or Live-Action RolePlaying, takes the fun and imagination of a tabletop roleplaying game like Dungeons & Dragons, Pathfinder, or Legend of the Five Rings, and puts it into the real world.

It might sound a bit bizarre if you’ve never done it, but as a longtime D&D fan, some of my favorite puzzles I’ve ever solved were physical puzzles I encountered during a LARP session.

Whether it’s reassembling a shattered piece of tablet to read the message on it or a mechanical puzzle where a door will only open after I’ve pulled a series of levers in the correct sequence, a tangible puzzle-solving experience gains another dimension of fun and challenge when it’s part of a greater narrative.

In fact, engaging in some of these activities gave me a lot of confidence going into the Houdini’s Workshop escape room. I’d never done an escape room before, but as a veteran of both murder mystery dinners and dungeon romps in Dungeons & Dragons, I was optimistic that my puzzly chops would prove useful.

And I hope my fellow puzzlers get a chance to do the same in the very near future.


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It’s Follow-Up Friday: 2016 Countdown edition!

It’s the final Follow-Up Friday of the year, so what do you say we revisit all of 2016 with a countdown of my ten favorite blog posts from the past year!


#10 Doomsday Prep

One of the big surprises for me this year was discovering that crosswords and puzzle books were hot-ticket items for doomsday preppers. The idea that crosswords belong next to necessities like food, water, shelter, and knowledge was a revealing one, something that gave me great hope for the future, whether we need those caches or not.

#9 Holiday Puzzly Gift Guide

Every year, one of my favorite activities is putting together our Holiday Puzzly Gift Guide. I get to include the best products sent to me for review by top puzzle and game companies, mix in some of my own favorites, and draw attention to terrific constructors, game designers, and friends of the blog, all in the hopes of introducing solvers (and families of solvers) to quality puzzles and games.

#8 A Puzzly Proposal

Our friends at Penny Dell Puzzles once again pulled off a heck of a puzzly coup when an intrepid fellow puzzler asked them for help proposing to his girlfriend with a special Simon Says puzzle.

I reached out to the lucky fiancé and got his permission to share the story with the PuzzleNation readership, and as I learned more about who was involved and how they’d managed to make it happen, I enjoyed the story more and more. Here’s hoping for many happy puzzly years ahead for the young couple!

#7 Puzzle Fort

For International Puzzle Day, I built a fort out of puzzle books.

It was awesome. Definitely one of my favorite puzzly moments of the year.

#6 The End of Sudoku?

The Sudoku boom may be over, but Sudoku remains one of the most popular puzzles in the world, and I got to thinking… when would we run out? I mean, eventually, statistically speaking, every single Sudoku puzzle permutation would get used at some point, so when would that happen?

So, I crunched the numbers, and it turns out, we’ve got centuries before that happens. Still, it was a fun mental puzzle to unravel.

#5 Murder Mystery

At some point this year, I let slip to my fellow puzzlers that I’d written and staged murder mystery dinners in the past, but it had been a while since I’d done anything like that. Naturally, they volunteered to be participants, urging me to stage something in the office.

Eventually, I accepted their challenge, pitting myself against a half-dozen or so of my fellow puzzlers, allowing some of them to investigate while others played a part in the mystery. It was an enormous undertaking and an absolute blast that lasted three days, and it was definitely a highlight of the year for me.

#4 Puzzle Plagiarism

There was probably no bigger story in crosswords all year than the accusations of plagiarism leveled against Timothy Parker. The editor of puzzles for USA Today and Universal UClick. After numerous examples of very suspicious repetitions between grids were discovered in a crossword database compiled by programmer Saul Pwanson and constructor Ben Tausig, Parker “temporarily stepped back from any editorial role” with their puzzles.

Eventually, Parker was removed from any editorial influence on USA Today’s puzzles, but it remains unknown if he’s still serving in a puzzle-related capacity for Universal Uclick. But the real story here was about integrity in puzzles, as many puzzle and game companies rallied to defend their rights as creators. That’s a cause we can all get behind.

#3 Interviewing the PuzzleNation Team

Our recurring interview feature 5 Questions returned this year, but what made it truly special to me was being able to turn the spotlight on some of my fellow puzzlers here at PuzzleNation as part of celebrating 4 years of PuzzleNation Blog. Introducing readers to our programmer Mike, our Director of Digital Games Fred, and yes, even myself, was a really fun way to celebrate this milestone.

#2 ACPT, CT FIG, and Other Puzzly Events

There are few things better than spending time with fellow puzzlers and gamers, and we got to do a lot of that this year. Whether it was supporting local creators at the Connecticut Festival of Indie Games or cheering on my fellow puzzlers at the American Crossword Puzzle Tournament, getting out and talking shop with other creators is invigorating and encouraging. It really helps solidify the spirit of community that comes with being puzzly.

#1 Penny Dell Sudoku and Android Expansion

Those were our two biggest app releases this year, and I just couldn’t choose one over the other. This has been a terrific year for us as puzzle creators, because not only did we beef up our library of Android-available puzzle sets to match our terrific iOS library, but we launched our new Penny Dell Sudoku app across both platforms, broadening the scope of what sort of puzzle apps you can expect from PuzzleNation.

It may sound self-serving or schlocky to talk about our flagship products as #1 in the countdown, but it’s something that we’re all extremely proud of, something that we’re constantly working to improve, because we want to make our apps the absolute best they can be for the PuzzleNation audience. That’s what you deserve.

Thanks for spending 2016 with us, through puzzle scandals and proposals, through forts and festivities, through doomsday prepping and daily delights. We’ll see you in 2017.


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5 Questions with PuzzleNation Social Media Manager Glenn Dallas

Welcome to 5 Questions, our recurring interview series where we reach out to puzzle constructors, game designers, writers, filmmakers, musicians, artists, and puzzle enthusiasts from all walks of life!

It’s all about exploring the vast and intriguing puzzle community by talking to those who make puzzles and those who enjoy them! (Click here to check out previous editions of 5 Questions!)

For the entire month of August, I’ll be introducing the PuzzleNation readership to many of the members of the PuzzleNation team! So every Thursday this month, you’ll meet a new name and voice responsible for bringing you the best puzzle apps on the market today!

And we’re continuing this series with me, your friendly neighborhood PuzzleNation blogger, as our latest 5 Questions interviewee!

My name is Glenn Dallas, and I’m not only lead blogger for PuzzleNation Blog, but also Social Media Manager for PuzzleNation, maintaining and providing content for all of our social media platforms. A lifelong puzzler and board game enthusiast, I try to infuse every blog post with that same level of dedication and passion. Hopefully, I succeed.

I consider it a privilege for me to take some time out to talk to the PuzzleNation audience, so without further ado, let’s get to the interview!


5 Questions with Glenn Dallas

1. How did you get started with puzzles and games?

Looking back, it seems like puzzles and games were always around. My mother has always been a dedicated crossword solver. I can remember my older sister playing “School” with me and my younger siblings, using brain teasers and puzzles from old issues of GAMES Magazine as “lessons.” The classic board games were played often — Monopoly, Sorry, Mouse Trap, Battleship, even Trivial Pursuit, which I was probably too young for. But I’ve always been a trivia nerd.

Although formal puzzling fell by the wayside as I got older, wordplay and riddles and the like remained a recurring interest. I would often create puzzle content for friends’ websites or my own blog that involved Say That Again?-style rewording, palindromes, puns, anagrams, portmanteaus, brain teasers, and other forms of wordplay. (And, for a bit of context for long-time internet users, I’m talking about Geocities and Angelfire websites, as well as a blog that pre-dated LiveJournal.)

I got back into puzzles more directly in college when I began playing Dungeons & Dragons and other role-playing games, because I enjoyed challenging my players with tests beyond the usual monster hunts. So mechanical puzzles, sliding-block puzzles, and more Myst-style puzzle-solving became an interest (along with riddles and such).

After college (and a stint as a TV cameraman), I had an interview at Penny Press and was hired as a puzzle editor, bringing my amateur puzzly skills into a professional setting working on traditional (and non-traditional!) pen-and-paper puzzles like word seeks, crosswords, cryptograms, fill-ins, etc. And more than a decade later, I’m still at it.

2. You’re one of the senior members of the PuzzleNation team, dating back to its earliest days. How has your work for PuzzleNation changed over time and what can you tell us about PuzzleNation as it evolves and moves forward?

That’s true! Originally, I was just pitching in occasionally as a product tester — helping look for bugs or problems with early versions of apps — and I started providing ideas for content to our social media person for Facebook posts. I was a big proponent early on of expanding our efforts to include a blog; it’s a great centerpiece to a social media platform (and one that allows for more control than your average Facebook post).

But I also wanted PuzzleNation Blog to be a hub for all things puzzles and puzzle games, because there’s not really anywhere like that on the Internet. If you like movies, there’s IMDb. If you like books, there’s Goodreads. You’ve got Gizmodo for tech, science, and sci-fi, and Board Game Geek for board games. And although there are plenty of terrific crossword blogs out there, there’s not one central place to go to talk about puzzles in general. I always envisioned PuzzleNation Blog as that place.

When our previous social media person left the company, I was already writing blog posts once or twice a week (alongside Eric Berlin, who was our top contributor to the blog in its early days), and I inherited his position, along with the Facebook, Twitter, and Pinterest accounts that went with them. (I have since added Tumblr and Instagram to our bevy of social media platforms.)

So, as you can see, I’ve gotten a bit busier as time passed, expanding my duties and becoming the lead blogger on the site, writing three (and sometimes more) blog posts a week.

[Here I am, hard at work trying to beat a stuffed teddy bear in Jenga… and failing.]

I feel like the blog has grown and matured into what I originally envisioned — though there’s always room for expansion and improvement! — and my goal right now is continue maintaining that level of interest and quality.

As for our Facebook, Twitter, and other social media outlets, I’m always looking to encourage more interaction with the PuzzleNation audience. I’m hoping at some point to have recurring puzzle features on every platform. (For now, we’ve got the Insta-Anagram game every Monday on Instagram, and the Crossword Clue Challenge every weekday on Facebook and Twitter.)

3. The crossword has been around for over a hundred years, and many puzzles (whether pen-and-paper or mechanical) have roots that can be traced back even farther. What, in your estimation, gives puzzles such lasting appeal?

I think it’s the Eureka! moments that keep people coming back. They’re certainly what I find the most enjoyable and the most motivating factor. And puzzles provide those in spades.

[Image courtesy of tnooz.com.]

When you approach a particularly fiendish brain teaser, or a crossword clue that keeps eluding you, or a mechanical puzzle that has you stymied, and then suddenly, that light bulb appears over your head. You’ve cracked the code, found the hidden latch, connected the missing pieces, made a deductive leap that would make Sherlock Holmes proud…those Eureka! moments never fail to make it all worthwhile.

And when you work with puzzles, you get to see those moments more often than most people.

4. What’s next for Glenn Dallas and PuzzleNation Blog?

For me, quite a bit. My writing partner and I just launched a new promotional blitz for the novel we published last year, Sugar Skulls (my first novel!), and I’m deep into several ongoing writing projects, one of which is on track to wrap up before the end of the year.

On the side, I’m a freelance book reviewer, and I recently posted my 1,200th book review. I’ve also started work on another in-office murder mystery that I’m hoping to run at our summer picnic event next month. (And I’ll be sure to share pictures here and on Instagram of that!)

As for PuzzleNation Blog, I’m proud to announce that, after the recent success of our PuzzleNation team series of interviews, 5 Questions will be returning as a regular, recurring feature on the blog!

It will be at least once a month (but hopefully twice a month), and I’ve already lined up our first guest for September, with more terrific puzzlers, constructors, and personalities to follow!

5. If you could give the readers, writers, puzzlers, and puzzle fans in the audience one piece of advice, what would it be?

Make time for yourself every day to do something that fuels you. If you want to write, write something every day, whether it’s just a haiku or a journal entry or a limerick or whatever. If you like games, play a round at lunch with friends or coworkers. There are plenty of quick-play games and puzzles that fit that bill. (Oooh, that gives me an idea for a blog post…)

But I digress.

We spend so much time worrying about, well, everything, it’s easy to let the good stuff, the stuff that reinvigorates you and keeps your spirits up, fall by the wayside. So make a little time for you every day. It does wonders.


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You can also share your pictures with us on Instagram, friend us on Facebook, check us out on TwitterPinterest, and Tumblr, and explore the always-expanding library of PuzzleNation apps and games on our website!

It’s Follow-Up Friday: Murder Mystery edition!

Welcome to Follow-Up Friday!

By this time, you know the drill. Follow-Up Friday is a chance for us to revisit the subjects of previous posts and bring the PuzzleNation audience up to speed on all things puzzly.

And in today’s post, I’d like to follow up on last week’s murder mystery post.

In the previous post, I gave you some of the backstory and logistics of our in-office murder-mystery event, and today, I wanted to discuss the event itself.

Our murder happened Monday night — the fictional J. Augustus Milverton Puzzlenationo would breathe his last breath near the photocopier — so Tuesday morning marked the official start of the game.

And since we’re an office full of puzzlers, the morning began with something of a logic puzzle, as the players were given a list of passcodes used to enter the building, but they needed to figure out who had used them and at what time.

You see, someone’s passcode being used at a certain time didn’t necessary mean that person was actually entering the building at that time. Someone could’ve used another player’s code. (Information involving times and identities was scattered throughout emails to all 10 participants, so it would take a fair amount of cooperation to unravel this.)

But since all of the players were suspicious of each other — which was wise, given that several “solvers” were actually following my orders throughout the event to fulfill certain tasks — the first day didn’t involve as much cooperative solving as I’d hoped. (That would come the next day out of necessity, as alliances began to form and more information was shared.)

As I fielded questions from players asking for further details — and several clues were discovered and analyzed — the first of several complications for the players was revealed: a fellow player was “killed.”

This not only upped the stakes for the players, but led to one of my favorite moments in the game. You see, when a fellow player stumbled upon the body, he wasn’t sad that his coworker was dead…he was sad because he couldn’t ask him any questions. (Though, intrepid solver that he was, he asked if a Ouija board was out of the question.)

For the rest of the day, I was fielding all sorts of instant messages and emails from players, asking for information, cashing in Holmes Tickets, clarifying things, and trying to fit the pieces of the puzzle into place. Early theories emerged. Some were wild guesses, and some were surprisingly close to the truth.

Our event played out in real time, so the players were aware that things could happen outside the workday that would impact the game. People seemed reluctant to leave, just in case they missed a clue.

Day Two opened with another red herring — punny threats sent to three of the players, delivered in envelopes that pointed to another player (a gambit by the killer to put the spotlight on someone else) — and a few secrets had already come out.

Players openly offered information to each other in a group email, which helped resolve some red herrings and put other pieces into place. More clues were uncovered, but the murder weapon remained elusive.

Lunchtime was orchestrated to be a tipping point. Not only would another murder occur, but other plans and clues would come together. I gave one of my collaborators two missions to accomplish while the players were away from their desks. Hopefully, she’d be able to accomplish both, but at the very least, she had to accomplish one of the tasks.

There were a few of these open-ended narrative moments written into the story where the players had the chance to surprise me with what happened and what didn’t. Not only did those moments make the game more fun for me to run, but it gave other players chances to really inhabit their characters and get into the performance side of the gameplay.

Lunchtime allowed for more group theorizing — something that the workday hampered, as you might expect — but the real fireworks awaited players upon their return.

A trap was sprung, and another player died unexpectedly. Although some chaos did ensue, most of the players realized this latest death was the work of another party, and several of the players solved it quickly before returning their attention to the first two murders.

In the midst of all this, two real-world complications arose on Day Two.

The first involved a player dropping out due to a mix of time constraints (she felt the game was distracting her too much from work) and general frustration with the format of the game (which, for someone unfamiliar with immersive storytelling like this, is totally understandable). I was sad to see her go, and adjusted the story accordingly, recovering a clue from her and redistributing it to an active player.

The second involved the pace of the game itself. I’d hoped to run it over the course of Tuesday and Wednesday and have it wrapped up that second day. But between the elaborate unfolding plot and the difficulty in balancing gameplay with, you know, actually getting our work done, things were progressing more slowly than expected.

That darn workday. Such a nuisance.

So the game rolled into Day Three, and players could sense the end was near. Most of the puzzle pieces were there for the taking, and several compelling theories emerged. (Honestly, one of them was better than the story I’d actually written, which was both funny and a little humbling.)

To add a bit of drama, I set a deadline of mid-afternoon. If the murders hadn’t been solved by then, the killer would escape scot-free.

Things finally steamrolled to their conclusion when the murder weapon was revealed — in the hands of a thief who had been woven into the plot — and one of the players came close enough to cracking all three murders that I declared the mystery solved. (And our ace detective did so before the deadline, so no escape for our dastardly murderer.)

It was different from any murder-mystery event I’d run before, and everyone seemed to enjoy it. There were certainly flaws in execution, as there are in any first attempt, but I learned some valuable lessons in this play-through that will make other such events in the future smoother, more satisfying, and more engaging.

Although…I hadn’t considered the potential consequences of the event on workdays going forward; everyone seems a bit more wary of each other. (And there are a few vengeful “spirits” lurking about, hoping to avenge themselves in future games.)


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You can also share your pictures with us on Instagram, friend us on Facebook, check us out on TwitterPinterest, and Tumblr, and explore the always-expanding library of PuzzleNation apps and games on our website!

Interactive Puzzling is Murder on a Work Day!

[Image courtesy of Carriageway.com.]

It all started with a board game at lunchtime.

TableTop Day is a popular annual event here at PuzzleNation, and several of my fellow puzzlers enjoyed it so much that they wanted it every week. Well, we couldn’t swing that — deadlines and all — so we play games every Wednesday during lunch.

During a particularly spirited round of 10 Minutes to Kill — a game where every player controls a hitman trying to take out three targets without being identified by the other players or the police — the subject of murder mysteries came up, and I let slip that I’d helped write and run several murder mystery dinners in the past.

[Image courtesy of Vancouver Presents.com.]

So, naturally, the idea of running a murder mystery at work became a recurring topic of discussion.

As a huge fan of interactive storytelling — be it tabletop role-playing games like Dungeons & Dragons, improv theater, LARPing, or other group activities — the idea appealed to me.

Of course, I had one huge hurdle to overcome: the work day.

You see, murder mystery dinners thrive on the theatricality of the event. Attendees can overhear arguments, catch snippets of banter and exposition as they walk around, and engage characters in conversation to learn more. The more you interact with the story, the better chance you have of solving the mystery, but even passive players will get the big picture.

But in a normal workday, I can’t stage big elaborate sequences, like a failed marriage proposal or someone tossing wine in another’s face. I’d have to find another way to deliver information, mysteries, and drama.

Thankfully, as a puzzler, I’m accustomed to writing clues. Cluing is simply delivering information in unexpected ways. Whether it’s through deceptive wordplay, puns, or connections with other entries, crosswords and logic problems are excellent training for being creative and stealthy while presenting important information.

So, I mapped out the murder and the characters I’d need to pull it off, and cast those characters from a group of fellow puzzlers. At the same time, I gauged interest from other coworkers to see who’d be interested in trying to crack the case, and began devising ways to weave them into the narrative. (This was more intimate than writing your usual murder mystery dinner for random attendees, since the latter is more about creating scenes than tailoring it to specific people and circumstances.)

[Can’t have a murder mystery without an animal for someone to pet fiendishly.
In this case, my trusty armadillo in a cowboy hat, Armando.]

My goal was to get everyone prepped to play on Monday, and then actually run the mystery on Tuesday and Wednesday, with the murder having occurred overnight.

Which led to another big hurdle. I couldn’t exactly stage an elaborate murder scene in a way that was unobtrusive to the workday, so I’d have to describe the scene to the players and let them ask questions about it.

But how do I leave clues for the players that are readily identifiable as clues and not just the ephemera of a working office? After all, any good murder investigation needs some convenient clues to uncover that will help unravel the mystery.

I opted to mark any clue (which were most often color pictures of actual items, like a stashed wallet or a threatening letter) with the symbol below, to remove any doubt that this item was involved someway in the murder mystery:

Okay, that takes care of the clues. But what about the actual interaction, where players ask questions of characters and gain the valuable knowledge needed to solve the crime?

Sure, a lot of that can be done through group emails and instant messenger programs, encouraging the investigators to share what they’ve learned, so there wouldn’t be random gaggles of investigators creating a distraction as they ponder the latest clue found or deduction made.

As a storyteller, whether you’re running an RPG or a murder mystery, you not only need to know the details of your story backwards and forwards, but you need to anticipate what questions the audience will ask.

And no matter how prepared you are, I assure you, the players will ALWAYS find a way to monkey-wrench your plans, whether they approach the problem from an unexpected direction or they ask for information you hadn’t prepared in advance. There had to be a simple way to reflect this in the actual gameplay.

To deal with this, I borrowed an idea from Lollapuzzoola and created Holmes Tickets, which were catch-all requests for deeper insight or information than had been provided. Basically, anything that would require outside intervention or skills beyond that of the casual investigator could be revealed by spending a Holmes Ticket.

Dusting for fingerprints, getting ahold of a coroner’s report, uncovering information on a missing check…all of these and more were results of investigators cashing in their Holmes Tickets at various points in the investigation.

So, how did the actual murder mystery go? Well, I’d love to tell you, but it’s not finished yet! The work day proved more intrusive than expected — damn those pesky deadlines and responsibilities! — so we’re rolling into a third day of passive gameplay.

By hook or by crook, the story will be wrapped up today, and I’ll be able to fill you in more on the actual story, clues, and progression of each investigation. For now, I’ll just let you know that there are currently three bodies to account for (our killer has been busy since Monday night), and a host of theories, but no firm accusations yet.

We shall see if justice is served or if our crafty killer gets away.


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You can also share your pictures with us on Instagram, friend us on Facebook, check us out on TwitterPinterest, and Tumblr, and explore the always-expanding library of PuzzleNation apps and games on our website!

Puzzles in Pop Culture: Bones

In today’s edition of Puzzles in Pop Culture, we join the forensic team at the Jeffersonian Institute to uncover what happened to a prominent puzzler. It’s Bones, episode 8 of season 10, “The Puzzler in the Pit.”

The episode opens, appropriately enough, with Special Agent Seeley Booth solving a crossword. (Given the looser grid construction, it’s either a British-style crossword or a cryptic crossword. Either way, points to Agent Booth.)

Both he and forensic anthropologist Dr. Temperance Brennan (Bones, to some) are called into work after a body is found in a fracking pit. The harsh chemicals in the pit are causing the body to deteriorate faster than normal, but some clever chemistry saves the day. Although a blood sample the team collects is too degraded for a positive match, they manage to identify the body from a rare surgery performed a few years before.

The body belongs to Lawrence Brooks, reclusive syndicated crossword constructor, considered by some to be a master in his field. His wife quickly points the fickle finger of blame squarely at his ambitious assistant, Alexis Sherman. Apparently, Brooks promised to use Alexis’s puzzles and dangled the possibility of a promotion to co-editor, but delivered on neither.

An analysis of a cast Brooks had on when he died reveals crossword clues written on it, but in two different handwriting styles. Some of the clues are straight-forward and simple synonym-style clues, hardly the work of a master constructor like Brooks.

“Despise,” 4 letters. Hate
“Blood feud,” 8 letters. Vendetta.

Other key words on the cast include punish, attack, payback, and justice. The team suspects the other clues are a message from his killer.

When Booth and Special Agent James Aubrey interview Alexis, she plays a nasty phone message from an unidentified man, claiming that a stranger has been hanging around lately. Alexis agrees to help a forensic artist sketch the mystery man.

Sadly, this is the last appearance of a visible puzzle in the episode, leaving solvers with Brooks’s murder to solve instead of a crossword grid.

The team swiftly gathers several suspects:

  • Emory Stewart (the man who matched the forensic artist’s drawing) claims to be writing a book about Brooks, and denies having left the phone message. He suggests another suspect:
  • Donald McKeon, Brooks’s old college roommate and a fellow crossword constructor, who admits to leaving the angry phone message. When the team finds one of Brooks’s puzzles in McKeon’s possession, they accuse him of theft and murder, only for McKeon to claim Brooks had stolen the puzzle from him. (He says his copy of the puzzle is from a old publishing trick, mailing something to yourself to provide a verified date for the contents, like a poor man’s patent.)

[Not an image from the episode, just one of James Addison’s puzzly envelopes.]

Meanwhile, the team discovers that Brooks’s bones had been weakening for months before his death, implying illness or injury. As it turns out, Brooks might have been seeking treatment for early onset Alzheimer’s, triggered by a head injury in a boating accident years before.

The Alzheimer’s treatment explains the condition of his bones, and the illness itself explains both the different handwriting (a dementia symptom) and the conflict with McKeon. (Brooks may have stolen McKeon’s puzzle unknowingly.)

This points back to Mrs. Brooks. It turns out she was publishing puzzles Brooks had previously created but deemed unusable. She had accidentally published McKeon’s puzzle. She mentions being broke, and not knowing what happened to hundreds of thousands of dollars that should’ve been in their bank accounts.

[This is your brain. This is your brain on Internet gambling…]

It appears that Brooks gambled his money away in online gambling. But when Booth and Aubrey lure out the bookie who broke Brooks’s fingers, the bookie says that Brooks was bankrolling a woman: his assistant, Alexis.

The assistant confesses to stealing from Brooks, but claims she would’ve paid him back. She is booked for theft, since they can’t yet prove she committed the murder.

The team discovers Brooks’s neck was broken, and doubts that the assistant could’ve done it.

Oddly enough, the solution appears while the team rallies around a pregnant coworker, Daisy, who solves the case during her pre-delivery contractions. She supposes that the blood sample they found with Brooks wasn’t his. It has to be that of a blood relative.

Brooks had a son. Which brings us back to Emory Stewart, who turns out to be Brooks’s son from a previous relationship. Emory talked to Brooks, but when they met in person later that day, Brooks claimed to have no idea who he was. Angry, and unaware that Alzheimer’s was behind Brooks’s faulty memory, Emory shoved Brooks down a hill, unintentionally killing him.


This episode goes against the standard crossword mystery convention of having a puzzle at the center of the murder. There’s no puzzle left behind by the killer, no cryptic clue scribbled onto a grid by the victim, no need for a detective with a knack for crosswords to crack the case. There’s simply a murder mystery and a bit of fun clue-fueled wordplay.

Sadly, we never return to the curiously unpleasant list of clues and words on Brooks’s cast, which was one of the most interesting plot points to me. Oh well. (There’s also the whole “wife knows husband has Alzheimer’s, but doesn’t report him missing” plot hole. But, hey, puzzles, not plot holes, right?)

[Mr. Shortz, looking none too amused by the plot of this episode.]

This episode does raise an intriguing idea, though. Imagine a murder mystery dinner set at next year’s American Crossword Puzzle Tournament, where something dastardly had happened to Will Shortz. (Thankfully, we can lose the fracking pit and its acidic unpleasantness with this scenario.)

Who would YOU suspect had done the heinous deed? His equally ambitious and capable assistant? A wronged fellow constructor? Perhaps a jealous ping-pong rival? There’s a lot of possibility there.

Of course, considering how Puzzle #5 decimated the competition last year, perhaps Brendan Emmett Quigley would be a more likely target.

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