The Turning Light — 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.

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Act I — The Relief

The tower is silent and I do not know where to start.

Straight up. The lantern room is seven moves from the landing — up to the set-off, north into the passage, then five flights. Look at the lamp and the machine when you get there; both of them are the game.

It is dark at the bottom of the tower and I cannot see anything.

There is a store box bolted to the rock beside the derrick, east of the set-off. A keeper keeps a hand lantern in it, dry, because the oil store has no window and never has had.

The lamp will not light.

Three separate things are wrong with it and the game names each one when you try. The reservoir is dry, the wick is charred to a crown, and you need a light. The trimmers are on a nail in the service room.

The paraffin cupboard is locked.

The reservoir key is carried by the Principal Keeper, and the Principal Keeper is at the foot of the oil store ladder. Search him. It is not a nice thing to do and it is the only way the light gets lit tonight.

I lit the lamp and the act did not end.

Look at the Character gauge. The lamp burning is not the light working — the lens has to turn. wind the machine, in the lantern room.

Act II — The Sea Door

There is water coming up the stair.

The entrance door has stood open since October. It is five floors down, and there is an eight-foot pitch-pine bar on brackets four feet from it. shut door — it takes three goes, and more in deep water.

I keep drowning.

The seas come up the passage. The stair up is one move and it always works, and the game warns you three times standing in it. Shutting the door also stops the count, because your shoulder is in the gap.

The pump does nothing.

The handle is unshipped. It is stowed dry on the shadow board in the water room, north off the entrance passage — which is also where you will notice something else is missing.

I pump and the water does not go down.

You are pumping the Atlantic. Bar the door first; then two inches a minute, and only while you are standing at it.

What am I actually trying to reach?

The sump grating in the oil store floor, which is under the water until you have pumped it out. Everything that has gone down that drain in five weeks is still in it.

Act III — The Eleventh of October

The leaves fall apart when I read them.

They have been a month in a drain. There is a range in the living room. dry leaves three times, well back, and do not hurry it.

I know Blair was covering something up but I cannot prove it.

Three separate things prove it and each is in a different room: the barometer cards in the record locker (compare this year with last year), his spectacles (put them on), and the coal ledger in the coal store.

Why does the machine want winding more often?

Salt in the train, and it will get worse. But look at the sheave in the lantern floor — that is the thing that will actually end you, and it is already working on the new rope.

I cannot chock the lens.

Not with a ton of glass hanging on a taut rope. The rope has to be slack, and slack means the weight is on its buffer, which means stopping the light on purpose. release weight does it under the governor at a time you choose.

What order does the repair go in?

Chock the lens (lantern), unshackle and turn the rope (oil store), reeve it back down the tube (service room, at the inspection plate), shackle it on and light and wind (lantern). Every wrong order is refused rather than punished.

Should I write it in the log first?

Yes, and the game means it. A stopped light that is written down is a repair. One that is not is exactly what happened here in October.

Act IV — The Gallery

The ice is on the outside and I cannot reach it.

That is the point — there is no other side to clear it from. The gallery door is in the south glazing, on the lee side. You want the copper scraper off the lantern shelf in the provision store first.

Why copper?

Steel scratches the glazing, a scratched pane crazes, and there is no glazier eleven miles out. The game will not let you use anything else.

I keep dying of cold.

Three things share your time now: the machine wants winding every sixteen minutes, the glass wants scraping, and the range four floors down is the only thing that puts the heat back. Go in and warm before you have to.

The ice builds faster than I clear it.

Not for ever. The freezing stops at a fixed minute and the game says so out loud. Waiting the squall out indoors is a legitimate way to play this act.

There is a light on the shore.

Clear the east glazing and read it. They are asking whether all is well, and they have been asking for an hour. You can answer either of two true things with the hand lantern.

Act V — The Relief Boat

The lamp will not go out.

It is exhibited from sunset to sunrise and sunrise is at eight minutes to eight. The game tells you how many minutes are left. There is a wreck on a reef three miles away that is the reason that rule is written the way it is.

Is there anything left to find?

Two things, both outside, both reachable once the bar is off the door: the south rocks on the lee side, and the hollow by the water tank. One of them ends the story.

I cannot write the truth.

You can write it when you can support it — all seven of the things a report would have to rest on. The game tells you how many you have and the tower still holds the rest.

Which ending is the right one?

None of them, and that is deliberate. The truth clears Rees and costs Blair his name and his widow her pension. The mechanical account is true in every word and leaves Rees a deserter. What you saw hangs nobody and clears nobody. Closing the book is also an answer.

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