The Silent Partner — hints
One nudge at a time. Nothing opens unless you click it, so you will not read the answer to a puzzle you have not reached.
Back to the game · Full walkthrough
Act I — The Walkthrough
How do I play two people?
switch. That is the whole of it. It puts you in the other body — different room, different pockets, different everything — and switching back puts the first one exactly where you left them. status tells you who you are, where the other one is, the alarm and the clock.
What am I meant to learn here?
That the two of you know different things. Take Ash up to the service riser off the second floor, and read the fire doors in the stair. Then switch and look at the building through Nadia's feeds. Then radio, because Nadia does not know about the riser until somebody tells her.
Nothing seems dangerous.
It is not. The building is empty, the badge is genuine, and the alarm does not move. Act I exists so that "which of us can do this" is automatic before it costs anything.
Act II — The Lobby
Where is the night man?
On a fixed round, the same round every night, and the only way to know is to be Nadia and look: feed desk, feed lobby, feed atrium. The moment you switch back to Ash that picture starts going out of date, and the Cameras meter is how out of date.
I walked straight into him.
Yes. Being Ash means seeing four feet. Check the feeds, note where he is going to be, then move — and remember that every turn you spend being Nadia is a turn the round advances.
Should I open doors from the van?
You can, and every release is a line in a log with Nadia's credential on it, and a door that opens for two minutes with nobody going through it is a shape a system knows. Use the riser: it is not on the system at all, because a riser is a hole and nobody puts a hole on a door schedule.
Act III — The Server Floor
The last door has no handle.
It is a maglock. There is nothing on Ash's side of it for anybody to do anything to. It opens from the system in the van, and the van is four hundred yards away and cannot walk through it.
Nadia says she cannot release it.
She has never been told it exists. Examine the door as Ash, then radio, then switch.
I open it and by the time I am Ash again it has relocked.
That is the puzzle and that is the answer: unlock bay4 in 3. Queue the release for three minutes' time, switch, walk to the door, and be standing at it when it goes. The clock does not stop while you are switching, which is what makes it a two-person problem.
What else is on that floor?
The comms room, which is where the access control box lives, and the plant room, where the fire stop round the riser has been cut and re-applied more than once by somebody who is not you.
Act IV — The Fourth Floor
What am I after?
The index for accession 4/11/07, in the cabinet marked 2007–2011 in the records office. Ash has a bar and a bar opens a filing cabinet in about four seconds.
Then what?
radio. The act does not end until both of you know what it is a list of, because the whole design is that one of you knowing something is not the same as it being known.
Deverell rang.
He asked for the index. He did not ask about the box. There is exactly one thing you need a list like that for and it is not reading them.
Somebody has been here before me.
Four clean rungs on the ladder, a fire stop cut and put back, a plant log initialled every week by somebody not on the maintenance contract, a four-inch gap on a shelf — and a flip chart in the meeting room, four pages back. Read it.
Act V — The Van
What are the four?
unlock the fire door as Nadia — ninety seconds of her credential, and he walks and she does not. walk out the front as Ash — four cameras, and he does not walk and she is never named. upload it as Nadia — ninety seconds, both of you go down, and it becomes an exhibit and can never be destroyed. Or leave it, and nobody is caught and nothing is saved.
Can I do the other one's option?
No, and trying is worth doing once. Ash cannot upload from the fourth floor and Nadia cannot walk out of a building she is not in, and that constraint is the whole game restated at the end of it.
Which is right?
The game does not think one of them is. The endings are written to make that honest rather than coy.
Still stuck, or found something that looks like a bug? Write to hello@freetextadventures.com — every message gets read, and it is also where to send an idea for a future adventure.