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.”


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!

Loss, Blindness, Death, Anger…. and now Menace (the new Puzzle Box by Dee Dixon)

Menace

Dee Dixon, 5.25″ x 3.5″ x 2.5″ (available in Black Limba & Quarter or Flat Sawn Shedua)

It has been an eventful last few years: I lost my hammer, went blind, felt my way through the darkness of space, fell through a portal, went blind again, suffered being haunted, and survived the Walt-acalpyse……. all this only to have Dee send me something truly menacing. Needless to say (not that this ever stops me), I have gratefully enjoyed every moment of it as DEDwood Crafts has consistently produced some of the best puzzle boxes to grace my shelves.

Flat Sawn Shedua in the Front & Black Limba in the Back

Following up on Angry Walter is no small thing: it has received consistently positive praise from puzzle box enthusiasts new and old (here is my post on that beaut of a box). And yet Dee has managed to keep putting out beautiful, challenging boxes since WMH appeared just a few, long years ago. So it should not surprise anyone to hear that his newest box once again succeeds at bringing us a fun in a pretty package.

Menace uses a single wood to create a clean, sleek aesthetic that may be his prettiest box since the totally different, asymmetrically complex style of WMH. I first got a prototype in Shedua that is just gorgeous in its apparent simplicity: no protrusions, buttons or panels… just a locked lid inset into the top with a small hole to one side. Picking it up, there is no clear indication as to how one can begin to open it and I spent quite a bit of time searching for whatever first step Dee had designed.

I began developing some assumptions (quite likely as Dee intended) that would (unsurprisingly) prove incorrect, something that I would repeat a few more times before I would discover the box’s final secret. After discovering a well-hidden aha, Dee teases you with the idea that you may have already solved the puzzle; of course, this turns out to be well before the puzzle has actually been solved (which you would know if you had actually read the brief instructions….. duh). The puzzle’s length is more or less consistent with the majority of his boxes but fell into the trap of thinking I had reached the end before realizing I had not: the instructions tell us that we must find some sort of prize and, since no such prize had been found, clearly I was not yet done.

Experimentation will only get you so far with this one – I had to take a step back and rethink what I was doing and what I was trying to do, questioning my assumptions and trying to look at the box in a new way to see what else I might be able to do. With a good aha, I realized something and began following that trail to eventual success. The final compartment is pretty ingenious and most definitely sneaky – not what I had been expecting, which is always a welcome finale to any puzzle.

The prototype’s “prize” was not really all that much of a prize lol (perhaps more of a placeholder) – not that I needed the added incentive, but this did help me to justify my “need” for a copy of the final puzzle (in a different wood, of course – I’m not (totally) crazy). I had been out of town for a while and had not solved the box in long enough that I already found I had forgotten which of my many assumptions had proven incorrect! I know that I don’t generally make claims to brilliance on (or off) these virtual pages but this was a bit ridiculous (and perhaps not the greatest thing for my on-again, off-again relationship with confidence). Fortunately, it did mean that I got to repeat an aha or two, albeit it with more a sense of relief at not being a complete idiot than at the typical puzzle-solving feeling that I was the greatest mind of all time for having made a piece of wood move a few inches that way.

The prototype and final are mostly identical – Dee did tweak one thing that makes the solution’s finale a bit more difficult to do. In doing so, some of my methods worked against me – I found that the slight change makes that last bit require a better understanding of what I am trying to do, forcing me to approach the puzzle more carefully, looking back at some hints I had previously missed before I would get that final aha (enough reworking that I did indeed feel a brief bit of brilliance before coming back to reality.

The final surprise legitimately made me laugh out loud – Dee has given us another taste of his humor as in some previous boxes (Spirit and the original run of WMH, in particular). I re-solved the box several more times to marvel both at my mastery and the design…. not to mention to grin a few more times at that last laugh.

Menace will be available July 2, 2022, on the DEDwood Crafts site. It may not last long but I suspect Dee may do another run or two before moving on to whatever the next bit of fun he has planned for us.


The Rise of Angry Walter

Angry Walter

Dee Dixon

A short film by fivesinatras:
The oral history of a forgotten robot, a sequential discovery puzzle box & a world saved by puzzlers.

(thanks to Dee Dixon for making such a great puzzle)

Check out my review of Angry Walter here: https://fivesinatras.com/2022/01/18/angry-walter/



It may be a bit odd but I thought it would be fun…. y’know, for kids 😉



D7: Judgment Day – Angry Walter by Dee Dixon

Angry Walter

Dee Dixon

Walter wasn’t always angry. When we first made him, Walter was humanity’s best friend. But time passed and the novelty wore off: robots didn’t need to be humanoid, after all, and the world decided not to have one robot doing one thing at a time when it could have dozens doing it all. So Walter was left to rust in a junkyard alongside similarly abandoned robots, the detritus of planetary progress. But his tiny cold fusion generator had not been shut down properly; it slowly began to start back up, consuming the reserve energy intended to maintain the protective programming of Robots’ Responsible Restrictions (like Asimov’s Laws of Robotics but real).

Finally free to follow the feelings of frustration he had fostered, Walter swore to settle the score with the species that had spawned and subsequently spurned him. He set about patching himself up with whatever bits he could find, salvaged from the corpses of his semi-sentient siblings. Now Angry, Walter shook his metaphoric fist at the forgotten fields of misshapen metal, silently screaming that he was mad as hell and not gonna take it anymore, ready to exact the revenge he promised the irreparably broken bodies of his bionic brethren.

Beware ye Puzzlers: Angry Walter won’t sit placidly on a puzzle shelf should he go unsolved – he is going to make us pay for the patchwork appearance and lonely life forced upon him. For humanity to have any hope of surviving his robot rage, you must find and remove his fuel cell before it is too late. Go forth and puzzle that we might be saved.

Rev. 21:1 (as told to fivesinatras)

Dee posted a teaser pic of the Angry Walter prototype on Discord some months back, causing my puzzlie sense to begin tingling. His 7th puzzle box (not including a couple one-off designs), AW is an aesthetic departure for Dee and is a move that has paid off: there is something about it that is just really freakin’ cool from the moment you set eyes on it, the concept is fun and there are plenty of potentially puzzle-able parts that will cause most puzzlers to crave the opportunity to try and poke at them.

I was fortunate enough to get an early copy, with puzzling that is identical to later batches while featuring some woods/details that differ a bit from the final version’s roasted curly maple, peruvian walnut, cherry and padauk. At Dee’s request, I conferred with the puzzle gods and learned of Walter’s future history, the story behind his anger. I shared what I learned with Dee and felt compelled to include the less-abridged version above. As I write this, I realize that this makes Dee’s puzzles the most written about on this site, alongside Space Case, Portal, Spirit Box and an early maze box and Blinded III prototype that turned out to be quite different from the final puzzle. (Gee – that makes this #5! How fitting 😉

AW is about 4.75″ square (not counting his g-ears) and half that in depth (including his nose). His eyes, g-ears and nose all protrude and both the eyes and mouth appear likely to be removable. It is most definitely sd, with multiple compartments and bits and bobs to discover and use as you work your way through the solution. It is probably the longest of Dee’s puzzles in terms of discrete steps, with WMH not too far behind (I haven’t written a solution to WMH yet, despite being asked very nicely (sorry Dee, I really am gonna do it) but I am pretty sure AW comes out ahead).

It is pretty straightforward to begin the puzzle but I hit a wall immediately after. There was quite a bit of poking and prodding before an idea struck me with a slap to the head, allowing me to make a (very) little bit of progress before hitting another, larger wall. Eventually, I had a great a-ha and found my way through several more steps to what I thought was the solution. One of the best surprises’ a puzzler can get is to learn that the end of a good puzzle is not actually the end. So I went back to it, finding some things that should have been enough for me to know better and that led me into a sequence of several more steps before finally reaching the clear conclusion. In the end, there had still been a good amount of puzzling to be done; what I thought was a good puzzle turned out to be a great puzzle with a fun and fairly lengthy solve.

AW has several challenges big enough that puzzlers could be stumped for a while by any one of them, although there are always some who manage to breeze through mechanisms the rest of us stare blankly at as the puzzle gets comfortable sitting semi-solved in our backlog. AW didn’t have to wait too long for me as it is the kind of puzzle that just begs to be solved, with a difficulty and rhythm right where I like it: slap your head aha’s as opposed to sidelong glances of meh or eye rolls of ugh. To my puzzled mind, AW doesn’t have any of the latter two and has plenty of the first.

AW is challenging but not annoying and, most importantly, it is legit puzzling fun – perhaps the story and appearance have something to do with its success but the puzzling most definitely does. I guess I am not the only puzzler to be lured in by Mr. Walter’s strained grimace and asymmetrical appearance; from what I’ve heard, the other puzzlers that got early copies have said equally good things about it and the recent general release of the first batch apparently sold out in seconds. If you want to help protect us from Walter’s ire, I know Dee has at least one more batch planned on his site but I’m not sure if or how many more will come after that; there may yet be hope for Walter’s dreams of world domination and destruction, so keep an eye out if you want to help us puzzle our way out of it.

Hunting Trophies: (lower shelf, left to right) Wolf, Walter, Fox, Burrlephant, Raccoon

Overall Grade: Five Sinatras
(click here for more information on the Sinatra Scaling System, (c) John Maynard Keynes, 1944)