Dispatches from the Walter Wars: Iteration 23 by Dee Dixon

Iteration 23

Dee Dixon, 7″ x 4.25″ x 2.25″, Osage Orange and Wenge (available in different woods)
And so, the Walter Wars waged on. The Walters’ dominance was shaken by the Human Resistance’s successful attacks on their radio communication devices as humanity chipped away at the Walters’ line of defense. But the Resistance had yet to develop a weapon that could resist Walter’s AI intrusions; the digital nature of all weaponized devices included a weakness that Walter would easily exploit. The Resistance instead looked back to human history, seeking to upgrade the weaponry of the 19th and 20th centuries. Hopefully this antiquated technology would help turn the tides of many a bitter battle, Walter being incapable of hacking into something from an analog era. Iteration after iteration was developed, each rooted in technology too old for Walter to comprehend. Still, the Resistance’s logistics were constantly interrupted by the Walters, forcing humanity to break this new weapon down into constituent parts. Using the Dynamic Element Downscaler or DED the weapon can then be hidden in a handheld device that could confuse and distract the Walters and when needed returned to its original size. Each individual fighter had little chance of defeating the robot horde, but together in a coordinated effort they could do great damage. One of many robot manufacturing facilities would be the new target. You are called upon once again. Go forth and help humanity gain the upper hand in its war against the Walters by gaining access to and assembling this essential piece of long forgotten technology. .

“……….you read this? Hello? If you can read this, you have accessed the Human Resistance darknet, supporting the fight against the Walters. Since their arrival, Angry Walter has expanded its rule, covering the globe with its robot kin. We humans, despite losing our cities and our nations, have fought back as best we can. We discovered a way to dismantle Walter’s fuel cell when a Walter could be captured. Then we developed a method of overcoming their communications network, removing the DED chip from copies of Walter’s Radio that could be rerouted by the resistance. Due to the Walters ability to infiltrate modern networks, our every weapon failed, leaving us always on the defense. Finally, we have learned that the use of pre-21st Century firepower could slip beneath the AI awareness, leaving the Walters exposed to the analog munitions we rediscovered.”

“Of course, we must hide these weapons from the Walters, breaking them down into various components and hiding them in wooden cases to be distributed across humanity’s last hope, wherever and whenever possible. These cases have separated the components across several compartments, which must be accessed using hidden tricks and tools contained within.”

“While I cannot give instructions to open the case, lest these communications be intercepted by the Walters, I felt it was important to share my experience with this copy in the hope that it could help others. At my count, about 20-25 steps stand between you and the components needed to build the weapon. At first, there is only a button on one side and a sliding lid that will only open about halfway before stopping. I experimented, listening closely to develop an idea as to what is going on – before too long, I had something that would help. It was clear to me where this should go but not why; I was stuck here for quite some time, going in circles as I sought my way out. I will admit that it would take some help to find my way out of this, earning me more assistance to progress. Before much longer, I had the lid off and, after a bit of exploration, the first piece of the weapon.”

“Stuck once more, I pulled out my headlamp to delve further into the puzzle. An excellent series of aha!s stood between me and the next weapon component. More exploration and more trial & error until I found the next step, which would lead me to the third component. I was stuck here for quite some time and would again require some assistance to progress further, despite having found at least part of this section’s solution.”

“Finally, I entered into the final sequence of steps that stood between me and the last component, hidden behind yet more aha!s; my success invigorated me and I was then able to construct the weapon, to be deployed at our next attack. With this, we finally go on the offensive, pushing back against the chaos and destruction wrought by the Walters.”

“It took the resistance iteration after iteration before finalizing the case, workable in this, its 23rd iteration. My copy consists of an Osage Orange base, with a Wenge outline. These colors are flipped for the final iteration, with Peruvian Walnut replacing the Wenge for the dark adornments. The case comes in three versions, using Padauk, Spalted Hackberry or the Osage Orange wood in addition to the lovely, dark Walnut. All are approximately 7″ x 4.25″ x 2.25″ and rely on the same secret steps to solve and access the munitions our resistance so desperately needs. We will be distributing them soon, in time for the holiday attacks we have planned.”

“These cases are unlikely to last long, lest this fight fall into the future. Keep an eye on the cover site we use to help get these cases into the appropriate hands. Go forth and construct these weapons so that we may push back against our robot overlords, perhaps turning the tides of our resistance.”


Apuzzle 13: Houston we had a problem here by Brian Young

Houston we had a problem here

Brian Young, 6″ x 3.25″ x 2.25″

Having (finally) made it to my first IPP this summer (after several years of hoping and waiting, I was overwhelmed by the wealth and general awesomeness of the puzzles showcased (as well as the puzzlers present). On the day of the party itself, I heard tell of a new Brian Young puzzle, possibly his last considering his announced retirement, and zipped on over, snagging one of the last copies of “Houston we had a problem here” from the legend himself (a welcoming and hilarious man).

Houston is a very cool concept – Brian took the rather cheap, not so great “Long Life” puzzle box mass produced in China (I believe) by MiToys and modded it, turning it into an SD puzzle box! Yay! Needless to say, “WANT” was pounding in my head when I got to his table and picked up a copy. Houston takes the original puzzle and adds some engraving: the puzzle’s new name and some maze-like etchings are added to the original. The most obvious change is at the center of the box: an acrylic maze, at the center of which sits a ball bearing, stuck in place beneath an engraved “A 13” in honor of the infamous Apollo 13 mission from which the puzzle gets its name. The wood medallion on the bottom of the box rotates a few mm in either direction but does nothing helpful.

It did not take me long to find the first step but the next would elude me for far longer than I’d care to admit. Eventually, I realized I had not tried something and aha! more was revealed. This led to a few sequential discoveries of interacting parts that allowed me to access the centerpiece of the puzzle, where I would spend considerable time wandering around cluelessly, ideas being tried and discarded as I found none did what I had thought they might do.

Backing up, I thought about what had been discovered and amassed and wondered what else could be possible: lo and behold a couple somethings do some things that I had not yet realized: but why? and whatfor? Time to take stock and a closer look at things, leading me to see where (I think) I need to get and what I need to do when I get there. Getting there didn’t take me too long but the puzzle really threw me when I tried to do what I thought needed to be done; being a puzzle by Brian Young I should not think it would be easy. Finally accomplishing this task opened up new possibilities and allowed me to eventually get where I needed to be to solve the puzzle – Huzzah!

Houston is a novel concept with an excellent execution, turning something meh into something mexcellent. I would love to see someone else take up the mantle and mod others in the original series of puzzle boxes – even more, I would love to see Brian continue to make puzzles for us to enjoy! Whatever happens, I am grateful for the wealth of beautiful puzzles Brian has gifted us with and will continue to lust after and seek out those I have yet to solve or collect.

For more Brian Young action, check out my posts on Brian’s Big Baffling Bolt, Abraham’s Well, and Three Wise Bolts.


Puzzling With Myself: Jukebox by MoonTree Puzzles

Jukebox

Daniel Czuriga and Tibor Folytan (MoonTree Puzzles), 4.75″ x 8.5″ x 4.1″, 6.5 lbs

In the puzzling world, a few years can go by quite quickly – I think it was back in 2020 that Daniel Czuriga first shared with me his idea for a new sequential discovery puzzle that would take the form of a jukebox. Daniel never stopped – periodically checking in with an update or a proto pic to share (I recall a prototype pic in laser cut wood that especially piqued my interest). Such interest was further undeterred as I know his taste in puzzles is quite similar to mine and so I suspected that whatever puzzle project was in the works would be something I wouldn’t want to miss out on. Still, a first puzzle from anyone could go either way, and I knew how ambitious this particular puzzle promised to be. When Daniel told me he had his two IPP copies ready to go, I was oh so grateful to have the chance to solve a copy before it went off for official IPP judgment. As he was submitting for judgment, he asked that I not post until after the party (go over to Boxes & Booze to check out his post as well). I should mention that it deservedly won Jury Grand Prize and as you will see below, I believe this was well deserved.

Going back to a few weeks ago: so it was that a large box arrived, containing an expertly packaged metal jukebox, with an absolutely lovely brown to offset its aluminum sheen. Frankly, it is gorgeous, resembling a classic jukebox, miniaturized to about 4.75″ x 8.5″ x 4.1″ from its place of honor in Ye Olde Soda Shoppe but still significantly substantial at close to 6.5 lbs. It stands on four small legs, with some holes and what-not adorning its sides. After admiring it for some time, turning it this way and that as I poked and prodded, I found something that did something, affording me a couple early steps before hitting my first of several walls. After playing around some more, I developed an idea of what needed to happen and set about accomplishing the task.

Eventually, after a fair amount of stops and starts (and stops and starts), I was able to get somewhere new; I was already working with some tools and the next step was fairly apparent, leading me to the first of several compartments. After examining the fruits of my success I stayed stuck for some time until an aha! hit – I jumped this wall, finding that a quite cleverly crafted clue contained yet more surprises. Yet again, success afforded me some fruits to enjoy, as another wall faced me. I was sure there must be something I was missing (there was) and it took a good amount of experimentation before I found the well-hidden secret needed to progress. This would continue through step after step and compartment after compartment until I found the “satisfying ending” to which the description refers, which does little to express the originality and joy of the puzzle’s finale. I not only laughed but ran to get my lovely and typically puzzle-indifferent NPSO to show her what I had accomplished: the finale is cool enough to elicit a smile from even the most jaded of non-puzzling partners.

Jukebox is most definitely sequential discovery, with tools and tricks that lead you on a journey that steers close to its theme; the jukebox is not just a concept but is integral to the puzzling itself. Puzzles that look like something do not always do this – sometimes the aesthetic is purely aesthetic but not here: Jukebox relies on multiple points of thematic reference that keep you close to its concept throughout the solve.

After solving, I set about the reset, which I found to be extremely intuitive. I would solve and reset the puzzle a few times before shipping it off to be judged by the lucky band of IPP-ers chosen for the task. I will be pretty surprised if it doesn’t elicit the same level of joy I was fortunate enough to experience (which it ultimately did).

Daniel and his partner, Tibor Folytan (together: MoonTree Puzzles) have made something that is fun and unique, with a complexity that challenges but never annoys. Any time a puzzle’s description contains the word “dexterity” I tend to get a bit suspicious – this is not at all my strong suit and I worry that such steps might frustrate me. But this never happened with Jukebox; that particular section had sufficient clues and feedback that I was able to enjoy progressing through it, never feeling compelled to smack my head (or the puzzle) against a wall.

I am excited for this puzzle to be released into the wild – Daniel has put so much into making this and we puzzlers are the fortunate beneficiaries of such care. He has worked hard to try and keep the cost down so that more puzzlers have the chance to enjoy it. Because that is really what sits at the base of this project: the desire to make something cool for us to enjoy. With the amount of hours put into designing and prototyping and tweaking over a period of several years, this is assuredly not the best way to make a buck; rather, this is a project that shows puzzlers’ love for the medium. I sincerely hope that these two designers find the time to bring us a follow-up (first they need to actually begin producing these for sale – I know I will be ready to pick up a copy despite having already solved it because this one is a keeper). Be sure to keep an eye on the #upcoming-Puzzles channel on Discord and/or on their website: http://moontreepuzzles.com.


That Funky Monkey – Brass Monkey Sixential Discovery

Brass Monkey Sixential Discovery

Two Brass Monkeys, 2 lbs, 2.75″

I’ve long been a fan of Two Brass Monkeys: Steve and Ali’s sense of humor is only outpaced by their sense of puzzling, with numerous metal locks and burrs having come our way over the years. I am in possession of all 6 of the Brass Monkey Burrs (along with a few of their other creations) and am now utterly compelled to write about them, having just solved BMSD, the sixth member of the burr series.

(I also want to call attention to the fittingly adorable TBM branded mat that generously came with BMSD – this is definitely going to come in handy!)

BM 1 – 6 appear almost identical, the only giveaway (aside from weight and, sometimes, a bit of noise) are on the tips of the sticks, with the number of concentric circles varying to designate which of the series you are currently looking at (some, including BMSD, also feature holes at the center of some stick tips). The series builds off of itself: the first is a classic, six piece burr, lovingly and perfectly crafted out of brass. From there, the series begins to add tricks, forcing you to think wildly outside the box at times as you uncover a way to unlock and disassemble the burr. The complexity of these trick openings increases as you progress through the ranks of the series, becoming ever more tricky and ingenious. If you like burrs and trick-opening take-apart puzzles (and who doesn’t?) then this is a series for you!

This, however, is not a comprehensive write-up of the series but rather a focus on the most recent, sixth entry. The sixth is something of a departure as it really starts to place a HEAVY emphasis on sequential discovery. This puzzle is not for the faint of heart – be prepared to build up a stack of doo-dads as you make your way through. That said, it is all highly logical and sensible; there is a clear flow and rhythm, even when I would hit walls I could typically tell (somewhat, more or less, kinda) where I was headed, even if it might take a nudge to get there (it did).

Starting on this 2 pound beast of an SD burr wasn’t so easy – I had to adjust myself to the fact that this is metal and I ain’t gonna hurt it and before too much longer I was on my way. This puzzle just keeps going and going – the goal is not to disassemble, or perhaps I should it is not just to disassemble. The first time I thought I was done was when I had the puzzle in a bazillion pieces; the second time was when I found… something; the final time was when I found the something else I still needed to find (totes adorbs). (I am being a bit cagey as I always like to err on the side of spoiler-free). Each time I basked in my own brilliance, alongside the many aha!s I had come across as I made my way there.

I was pretty sure that I was going to struggle with the reset – burrs are far from my strong suit and the bazillions bits and pieces didn’t encourage much confidence. But there is something so logical and clear about the complex design that I was able to backtrack my way without too much trouble (it helps a lot that I made myself solve it in one sitting – I cleared an afternoon and it took up all of it to do so – it was oh so worth it).

But what would a fivesinatras write-up be without some dumbassery – fear not reader, so sure was I that I had solved it early that I fully reset it before discovering the last several steps required to find the something else. Of course I dove right back in, pieces flying as I delved deep (more like pieces being placed carefully to the side but I am going for imagery here) reaching where I had previously reversed course and realizing where I needed to go (it took a while and a nudge or two to figure out how to get there, however, with this being one of the trickier parts of the whole shaboodle).

Suffice it to say I am a big lover of this puzzle – if you dig SD take-apart puzzles, then this is most definitely one for you. I suspect it will garner much love amongst the puzzle people puzzling around out there.

BMSD in its Natural Habitat, alongside its five siblings and cousins, Ali’s Bolt and Hokey Cokey Lock (and a number of other metal puzzling fun).

Leaning Tower of Puzzle: Fleur de Lis by Tracy Clemons

Fleur de Lis

Tracy Clemons, 11″ x 8″ x 7″5.5 lbs

I’ve been wanting to write about Fleur de Lis for some time: this is a rather massive sequential discovery puzzle by Tracy Clemons, maker of another massive sd classic, Dark Fairy Door. At close to 5.5 lbs, Fleur de Lis towers over most other puzzles, tilting to one side as if threatening to fall over (it doesn’t). With a beautiful Fleur de Lis on its top, the namesake is clear. It resembles a precarious stack of many-knobbed drawers whose odd stature belies the odd movements to come.

Entering into Fleur, you will rapidly build up a lot of pieces serving a variety of purposes; whether tools or locks or red herrings, there is plenty to work with. In the meantime, you get yourself into some strange positions, with multiple laugh out loud movements that had me smiling as I solved. Meanwhile, there is what is inside the drawers! In classic Tracy form there’s a meta-puzzle waiting to be discovered and solved as you make your way through numerous hidden compartments.

Approaching the puzzle it is an open question as to where one should begin. This is not really a linear puzzler with a single path to the solution, which makes it easy to get lost (as I would soon find out). Building up a stack of pieces, it becomes clear that a patient and careful approach will be necessary if one has any hope of resetting the puzzle (which would prove to be a major struggle for me, a series of puzzles in its own right). This is not a puzzle for the light of heart! Take caution ye who hope to enter into its wacky dimensions.

I would need a LOT of help resetting the puzzle – I had left it in a state of undress for so long that I’d forgotten where too much went, as I struggled with solving the meta-puzzle hidden within. I am loathe to admit that I actually had to send it to Tracy for some help, so sure was I that something had gone wrong (which was completely my fault, rather unsurprisingly). A better puzzler than I (of which there are many) would surely not need such desperate steps but if you’ve read this blog you know my affection for puzzles tends to outstrip my abilities.

If you dig complexity, this is a great puzzle for you to take on. I was scared to approach it once more for the writing of this blog and only let myself get so far before backtracking in fear (coward!). However, I only wanted to remind myself of some of its complexity before sitting down to write about it and felt my cowardice was excusable. Jokes aside, I just don’t have the hours needed to dedicate myself to solving and resetting in one sitting and feared my lack of abilities in setting the puzzle aside over time as I did before.

I may be laying it on a bit thick for the sake of (questionable) humor – speaking with other puzzlers who have taken this on, they did not have the trouble I had resetting but…. again…. who’s got two thumbs and is kind of an idiot? (and apparently seems to think you can see what he is doing through the screen?)… this guy.

It Takes a Village: Oleg’s Wardrobe by Dee Dixon

Oleg’s Wardrobe

Dee Dixon

The Village was happy. For years its people celebrated nothing in particular, joyously throwing small objects into the sky and jumping up and down. Their kindness was so real, so tangible, that the Orb of Prosperity formed, giving the people something around which to dance in a rather silly, but quite happy, fashion.

King Oleg the Horrible, however, hated the happy hamlet – in fact, he hated everything: the sound of grass growing, the smell of fresh snow, and the tiny hats the people liked to wear. The King was cruel to the people in his kingdom, silencing laughter and kicking toddlers. For years he would grumble and mumble incoherently to himself, but the dancing…. Oh, the dancing was the last straw for Oleg. He stole the Orb from the Village and now things that were once thrown into the air are placed sadly on the floor.


Oleg has locked the Orb away in a secret compartment in a wardrobe he uses for small things like his fingernails and sense of self-worth. Knight Nyte the Sleepy Soldier has stolen Oleg’s Wardrobe but he can’t find the Orb! The cabinet opens but the drawers are empty! Alas, without freeing the Orb the people’s prosperity will forever be out of reach. It is up to you to find the Orb so that its magic may be released and the people saved, to laugh and dance and wear their tiny hats once more.

From: Tiny Hats and the Ogre that Hated Them, a Record of the Village that Prospers Once More

Dee never ceases to surprise – I still haven’t managed to solve Burner and he has something more complex coming out!

Oleg’s Wardrobe is a beautiful little cabinet with a door (maybe an Armoire?) in a weighty package (close to 2.5 lbs!). Mine is Black Limba and African Mahogany and the final version will be Peruvian Walnut and African Striped Mahogany (sure to be at least as pretty as the one I solved). The goal is to retrieve the Orb of Prosperity, which is hidden somewhere inside the wardrobe. After appreciating the little dagger doorknob, the door opens readily (with a reveal that made me laugh) but upon opening it up, there seemed to be little to work with. A rotating semi-circle on one side, a hole beneath it, and something that might be a button (that doesn’t press) on the bottom of the box. And that’s it (other than the drawers and door)! Shaking it a bit you can hear a bit of rattling… the Orb? Something else?

I stared at it for a while, asking it to share its secrets with me as I did everything I could think of to do… something. Before too long it did! Aaaaaaand now what? The main mechanism eluded me for quite some time before my aha! and even then I didn’t get very far. Some playing around and thinking(!) got me moving again, going in circles while I wondered what I was missing that could break me out of going back and forth through the few steps I had discovered.

With a little luck and a lot of patience, aha! I found what I was looking for. But still this something didn’t seem to actually do anything, not at first. Some more thinking and experimentation and I got it, only to find that I still had a ways to go. I was pretty sure I understood the basics but it took close observation, logic, luck and more than a little faith until…. the Orb! yay! Bask in my brilliance all ye doubters!

My brilliance soon faded when I realized I had reset the puzzle without returning the orb to its rightful location… oops. Fortunately, this forced me to really and fully understand the puzzle before I could reset it properly, both of which I like to do before I consider a puzzle fully finished. Even without this mistake, the reset might have been a challenge at times, requiring pretty complete comprehension (not my strong suit cough cough) of the central mechanism, with some subtle steps that tripped me up during the reset, adding a bit of extra challenge to the experience.

I had initially solved a late stage prototype before getting my hands on a final copy, which added another tool and a few more steps, while complicating an existing one. These round out the puzzle, really ensuring it has a satisfying length and challenge.

Oleg’s Wardrobe is as lovely as it is tricky – I might put it alongside Bad Moon and Uplift in some ways (but more difficult than either), making it an excellent addition to my ever-expanding Dee collection. Oleg is perhaps a bit semi-blind at one or two points, but really everything you need is there, you just need to realize what that means as you carefully and closely explore. I really enjoyed the non-linear nature of the experience, with some discoveries occurring in a random order; eventually I had discovered everything I thought there was but had to figure out how to put what I had learned together, a fun and somewhat unique experience to have a puzzling journey that meanders and splits and wanders before bringing everything back together. The final additions only add to this, with things that might need to come early being found late and vice versa.

Oleg’s Wardrobe is a fun, non-linear tricky SD journey in a lovely and weighty package. I struggled with it, hitting multiple walls before putting everything together and making my way through to the end. The reset added a bit of an additional challenge for me, requiring a real understanding of the central mechanism at work. A worthwhile addition to any collection!


B4: Brian’s Big Baffling Bolt

Brian’s Big Baffling Bolt

Brian Young (Mr. Puzzle)
Bolt: 65mm x 30mm, Brass
Box: 110mm x 50mm x 40mm, Papua New Guinean Ebony

I finally got done solving Brian’s Big Baffling Bolt (BBBB) from Brian Young of Mr. Puzzle and… just… wow! Mr. Puzzle announced the puzzle some months back and when my turn eventually came after several more months, I jumped on the chance to try Brian’s newest SD creation, following up on the interesting and uniquely broad challenges of Abraham’s Well.

In creating numerous, highly regarded SD puzzles, Brian has played with brass bolts in the past, having incorporating them into wooden designs: Three Wise Bolts, which I am fortunate enough to own, as well as his contribution to the amazing Lewis Carroll Project, Tweedledum and Tweedledee, which I was fortunate enough to try (but not fully solve) at the Puzzle Palace. This newest puzzle is meant as an homage to his 30 years of puzzlemaking, incorporating “hints” of tricks from some past designs in new ways, alongside novel mechanisms. Despite having solved several of his puzzles, I have to say that I did not recognize anything in particular, so I am not certain from whence these came but I do appreciate the sentiment: a cool way to share tricks that are now difficult to access due to the rarity of so many of his past SD designs.

BBBB consists of a rather massive brass bolt along with a lovely wooden puzzle box made of Papua New Guinean Ebony. The box has slots on either side, a hole on the bottom (alongside the Mr. Puzzle logo) and a resting place atop fitted to the bolt. The bolt has a washer along with two nuts (each with a hole), one of which spins freely without screwing in either direction. I was able to make a bit of progress rather quickly, always a fun start and one which belies the difficulty to come.

This bolt was by far the trickiest bolt I’ve ever seen, with secrets galore. Through starts and stops, I worked my way through multiple aha!’s – so much so that if this puzzle consisted only of the bolt, I would have been satisfied with it as a solid puzzle (according to Allard’s blog, this was initially the case). But no! – there is a puzzle box as well, one that integrates well with the bolt before the finale may be reached. The end reveals a “30th anniversary plaque with [a] pearl” so it is quite clear that you’ve finally solved the puzzle.

I must admit that I needed more than a little help to get through some of BBBB’s multitude of aha!’s and tricky moments, in particular to get through some of the final steps; this did not take away from the experience in any way – the aha!’s keep coming and things I was sure wouldn’t do much worked in interesting ways. Some steps are a matter of exploring everything you have to be sure you know what everything can do, as you discover multiple tools to help along the way. I found myself exclaiming in surprise more than once as unexpected turns occurred, finally breaking through to the end in a final sequence that kept on giving after I was sure I was reaching the end.

The puzzle does not require hitting, spinning, or any force at all. Everything works smoothly; more than that, at one point I knew what needed to be done and was sure it would be difficult to accomplish. I found myself getting a bit disappointed, thinking getting through a section would require stabler hands than mine, only to realize that Brian had foreseen this and incorporated help into the design, such that this was its own aha! moment, in addition to the joys of discovering its mechanisms and tools. Although there is a bit that is somewhat blind, you are provided with sufficient information (if you take your time) to get through.

Despite it having taken me several weeks to solve (and in addition to my terrible memory), it was not difficult to reset: you will have come to fully understand, if not always see, everything such that you know what to do. After putting everything back where it goes and marveling at my own brilliance, I went back through the solve one more time, appreciating the rhythm and flow from section to section, refining my understanding of one section in particular as I worked back through.

BBBB is still being produced by Mr. Puzzle, with a promise that he “will definitely make more of these puzzles in the future.” If you do go to their site to contact them, be sure to browse the site as they have some great puzzles, including a number of IPP designs and the very unique Abraham’s Well (and an excellent Black Friday Sale going on now – no, I get nothing from the plug, I just think it’s a great site from a great puzzlemaker). Be warned that the site is closing towards the end of December, with Brian going into retirement (I do not know how this might affect the production of BBBB unfortunately). Hopefully we will still see puzzles coming out from time to time, as most certainly appreciate his work!


When is a Door not a Door? When it’s Puzzleduck Pastures by Kel Snache

Puzzleduck Pastures

Kel Snache; 36 copies

In a land far away, under the old Sycamore tree is where you will find the cheery little fairy community of Duckbill.

These puzzle loving fairies have an obsession with all things mechanical and have nothing to do with ducks. One fairy named Lil’ Ms Fairy Pants had her tiny home newly outfitted with the crafty creations from one particular wizard named Kel Snake.

Sadly, Lil’ Ms Fairy Pants has a poor memory and has gotten herself locked out of her home, again.

Save the lovely fairy and be the gallant young knight by helping her to open her front door. She will repay you with a tiny tour of her home.

Duckbill Times

It may not be new but it is still worth writing about: I got my copy of Puzzleduck Pastures upon release way back in ye olden days of 2019. Back then, my blog was still pretty new, my tens of readers a mere fives of readers. I was writing less frequently than I am now (which really is still not as frequently as I’d like) and simply never sat down and wrote about this gem of a sequential discovery take-apart puzzle.

Puzzleduck Pastures is Kel’s “response” to Michael Toulouzas’ Fairy Door (and, in turn, precedes Tracy Clemons’ take: Dark Fairy Door). The puzzle looks like the facade of a playful, cartoonish home, the roof slightly askew, a bulbous door, sketched windows, and so on. The puzzle is a sizable 12″ tall and 8.5″ at its widest point on the base; at 3.5″ at its deepest, it evokes a sense of a theatrical facade from which one might expect Puck to dramatically emerge (“And those things do best please me, That befall prepost’rously.”)

And this is just part of its appeal: it’s playfulness is a manifestation of Kel’s good nature and reminds us that we are here to have fun – belying this intentionally imperfect aesthetic are the internal mechanisms that interact in varied ways, locking Lil Ms Fairy Pants’ door and tempting the puzzler with a number of holes across multiple sides.

The door is quite firmly locked: two of the three square central “locks” on the door move just a few mm, with the bottom one spinning freely. But don’t think that the rest of the puzzle can be ignored! In typical Kel fashion, you will find a number of interacting internal mechanisms keeping you from solving the puzzle and opening the door, although only the chimney appears to have any give when reset. It is quite typical of Kel’s style: multiple misdirections as you embark on a semi-linear sequential discovery journey with very few blind spots. Re-solving the puzzle after a few years, I was pleased by how well everything worked, even as I was sure something was wrong at one or two points (nope: it was me). And I was super pleased with myself when the door finally pulled open once again!

At the end of the journey you are rewarded with a view of some of the internal mechanisms as well as, even more delightfully, some lovely art of Lil Ms Fairy Pants’ home created by artist Nicole Lees for the project. (This is not a spoiler as it is stated in the description)

I love this kind of finale, bringing the story full circle and rewarding the puzzler with a good, satisfied laugh. By no means will you wonder if it is solved: it is quite clear that you’ve helped Lil Ms Fairy Pants home and you can sleep soundly knowing you’ve done a good deed for an imaginary person.

Puzzleduck is fun and tricky, Kel’s deviousness abounding throughout the puzzle’s playful frame. While not as long a solve as Kel’s EWE UFO, it is similarly smartly silly and delightful to behold (and they look adorable next to each other). Now if I could just get myself a copy of Toulouzas’ Fairy Door, I would have the trifecta, thereby opening a portal into the world of the fae!


Answer the Robocall: Walter’s Radio by Dee Dixon

When a wave of Angry Walters waged war on the world, we fought back valiantly, seeking to remove the cold fusion generators that fueled his robotic rage. Some of us succeeded, disabling the power sources in support of the sapien resistance; others struggled to make sense of the robotic systems, their patchwork patterns too puzzling, too complex to understand. The robots exploited this gap, continuing to grow in numbers as we humans faltered in the face of their fury. But the Walters soon faced a new dilemma: as they grew so too did the need for an infrastructure that could sustain the new robotic world order. As humanity sought refuge online, sharing stories of the underground at war with our new overlords, offering advice to those who could not overcome the Walters’ power, as we banded together, the Walters’ world frayed at the edges, humanity chipping away at the cracks within. The Walters scrambled to fill in these gaps, developing new communications technology that allowed for the instantaneous transfer of information between synthetic minds. Such profound development rested on the invention of the Dimensional Electronic Divergence (DED) Chip, a small transistor that disseminated data through tiny wormholes connecting the Robocall devices. 

Humanity’s hope faded as the radios allowed the robots to respond quickly to each battle, each spark of resistance snuffed out as soon as it surfaced. Humanity learned that the removal of the DED could turn the tides of the robopocalypse, diminishing the Walters’ ability to communicate. But they knew that any such success would come at a great cost and so they ensured that the removal of these devices would not be such a simple task. After humans stole what copies they could, they discovered that the removal and manipulation of the DED allowed them to transmit their own data, indistinguishable from that sent by the Walters, creating the opportunity to subvert their communications to humanity’s own ends. 

Human fighters recently secured a shipment of Robocalls that are being shared across the global resistance movement. We must find our way through the robotic defenses built into the radios to remove the DED Chip and undermine the Walters’ newest weapon in the war for our world’s future. Go forth and answer the Robocall!

Rev. 23.5 (as told to fivesinatras)


Ok, yes, I have written effusively about a lot of puzzles by Dee Dixon (cough cough all of them cough)… but it’s not my fault he keeps making great puzzles! And now, the Walter Wars rage on with his newest release: Walter’s Radio, a walkie talkie-ish sequential discovery take-apart puzzle that is as challenging and unique as it is fun: this is probably his longest puzzle in terms of discrete steps (20 – 25 by my count), and manages to taunt the puzzler despite not containing any truly blind mechanisms. Each aha! (and there are quite a few) can be clearly felt or seen, even if its purpose is not always so clear.

The puzzle consists of a rectangular block with a “speaker” at the top center that is able to spin freely, a loose block rattling around inside able to be seen through the speaker grates but not touched. At the bottom right is a symbol of some sort carved through the body, nothing special to be seen beneath. All five of the other sides show a single piece, flush with the puzzle’s body with no clear indication of what they are for or what they might do. None seem to do anything at first, with nothing more than an mm or two of wiggle room.

Some close examination and experimentation and I’m off. The central mechanism is itself quite unique and presents some entertaining trickiness to manipulate. It is possible to deduce much of the basics but it will lead you down some rabbit holes as you explore the various mechanisms that lay hidden throughout the puzzle.

I got stuck several times – this is not an easy puzzle, after all; those who may have thought Bad Moon was more pretty than hard will be pleased to find the reverse here: while by no means unattractive, with its quite lovely wooden sheen and beautiful grains, it may not be the prettiest puzzle Dee has produced (WMH and Bad Moon share that designation) but it is one of the best, in my more-or-less-humble opinion. And, yes, I know I get super excited each time Dee releases a new puzzle, but careful reads will find that this is not something I say lightly.

It is most definitely sequential discovery, with a touch of dexterity for good measure (not to worry – if I could do it with my shaky hands, anyone can). The solve is a puzzling journey that leaves you with quite a few bits and pieces by the time you obtain the Dimensional Electronic Divergence (DED) Chip that is your ultimate goal, and yet the reset is pretty straightforward and logical; as it took me a while to solve, I worried that my terrible memory would cause me great consternation when I was finally ready to reset it. But in the end, the pieces do for you what logic does not.

After resetting it, I immediately turned around to solve it again, already needing to work out a few sections that had become a bit fuzzy (I told you: my memory is terrible… didn’t I? Well, it is). There really is quite a bit going on – some sections may flow naturally but there were multiple walls that had me stuck for quite some time; on at least one occasion I managed to work out how to get past a particularly tricky few steps without the puzzle in my hands, which is always a neat thing (the same thing happened on WMH, my subconscious solving a section when I woke one fine morning).

Walter’s Radio is the newest example of Dee’s evolving design skills – he managed to come up with a unique central mechanism that allows the puzzler to navigate a number of interlocking locks and tricks in their search to remove the DED Chip that lay hidden somewhere within. It provides a darn good challenge with a great balance of difficulty and fun that I suspect puzzlers will thoroughly enjoy – I suspect I will not be the only one to say this is one of his top puzzles!

Rising to the Endless Occasion: Bad Moon & Apeiron Box by Dee Dixon

Bad Moon & Apeiron Box

Dee Dixon

You may have noticed by now that I am a fan of puzzle boxes by Dee Dixon… with six separate previous posts (plus an apocalyptic video), I have had the pleasure to write about the majority of the puzzles he has released (Space Case & WMH, Portal, Spirit, his first box as well as a Blinded III prototype, Angry Walter, and Menace, in case you were wondering and don’t mind a little self-promotist synergictivism).

And in the last few weeks I had the good fortune to try two new Dee Boxes: Bad Moon & Apeiron Box! Hells to the yeah!

Bad Moon

One of Dee’s two recent releases is a lovely and rather !large half-circle, sort of like a half eaten cookie with a creamy puzzle filling, the light tones of the center offsetting the darker top and bottom beautifully. This is perhaps Dee’s most beautiful box yet – it’s size (at a rather impressive 10″ x 2.5″) and distinctive shape allow it to stand out, and it is as soft and buttery as any a Dee box can be. So loathe to scratch this new addition to my Dee collection was I that I was amply pleased to find three circular feet on the bottom of the puzzle, perfect for protecting my pretty pretty precious. The only other obvious things at first are a rectangle and square on the front face, both grabbing my attention as likely targets for puzzling without giving any indication as to how to begin.

Dee doesn’t make it too difficult to get started, however, and before long I had made some progress. Bad Moon has some truly delightful mechanics and an oh so smooth series of movements overall that make opening it a delight. While it is not always clear how to proceed, you mostly know where to focus; and yet, I found myself stuck more than once as I navigated myself through the numerous, discrete steps to the end.

At one point, I found I had perhaps partly progressed through a section with at least a bit of luck – I backtracked to be sure I understood and was duly impressed by the mechanism at hand. Dee has focused this design on fun; while it is by no means easy, nor will you be banging your head against the wall in frustration as you find your way through (that said, I did notice that some well-seasoned puzzlers at a recent puzzle party struggled mightily with the puzzle, so it is most definitely not simple…). Dee tends to give you notice that you have reached the end and it is very clear when you have reached the end – even if there were no logo to find, the culmination of steps into the finale is well executed and kinda sums up the overall flow.

And the reset! This is one of those rare puzzles that contains puzzling steps that are unique to the reset (I’m looking at you, Dabbit Invasion). While resetting most boxes is simply a matter of reversing the order of the solution, I found myself needing to logic out one part of the reset after discovering something that is only put to use after having solved the puzzle (of course, no box is fully solved until it has been reset but the presence of unique puzzling makes me particularly appreciative of this puzzle). With a combination of experimentation and some of that thinking stuff, I managed to work my way through the reset, to where it flowed easily back to the starting point.

Dee’s Bad Moon is an excellent addition to an already excellent collection of boxes – I am not one to question a Dee box but, if I were, this would make it onto my list of “must-haves” (which, admittedly, I would have a hard time whittling down – not liking puzzle boxes is not my strong suit).

Apeiron Box

The second of Dee’s new puzzle boxes, Apeiron, presents a substantially different challenge – forgoing the sequential discovery chops of Bad Moon (and others), Dee turns back to some of the more blind mechanisms he has wonderfully created in the past – as someone who doesn’t generally prefer blind solves, I can say that Dee manages to walk the line between frustrating and fun extremely well – put another way, if I enjoy solving a demanding box like Space Case, whose mechanisms are hidden behind subtle cues and clues, then most any puzzler may as well.

Apeiron is not as hard as Space Case but is much trickier than Spirit – I spent a good hour or two just going in circles, which the design and name would seem to anticipate (Apeiron resembles an infinity sign (or perhaps a peanut) and its name means as much). This is how long it took for me to explore and understand all the subtle clues and feedback available, which is more than enough to develop working theories on the box’s mechanism(s). Its 6″ x 2.5″ size allows it to fit perfectly in two hands, the smooth curves begging to be explored and handled.

I took a break for a day or two and let my subconscious go to work (my brain surprises me sometimes – WMH had me stuck for weeks until I woke up one morning with a clear and correct understanding of what I was missing). Returning to the box, I found that I had developed sufficient context such that experimenting with the box now led to success: with a great aha! the box came open, allowing me to examine the inner mech as with most of Dee’s boxes (a trait which is just another reason why I love his work).

Having solved it, I opened and closed the box for a while, enjoying my newfound knowledge and hard-earned understanding and appreciating Dee’s ability to develop an idea into an entertaining reality. Dee’s skills as a puzzle designer continues to develop, his penchant for tricky but doable puzzles boxes leading to the creation of yet another box of devious trickery whose mastery had me smiling. Apeiron does not rely on random fiddling or dextrous fickleness – its solution is easily executed once understood but getting there may not be so simple (as some readers may know, my passion for puzzles sometimes outstrips my ability with them but I would not expect Apeiron to open for you without some degree of difficulty).

Bad Moon and Apeiron share an aesthetic to some extent, and look wonderful paired together amidst whatever other of Dee’s boxes you’ve had the good fortune or forethought to obtain. Both boxes should have additional releases in the near future, so keep an eye on Dee’s website for updates.