Christmas Investigations Part Two |
Can you decipher the hidden values of the Argond currency?
Starting in 1980, The Adventure Game was a show in which a team of three celebrities would attempt to solve a series of mental challenges. They were immersed into an alien world with it's own customs, languages and culture and tested on their wit and perspicacity.
Typical tests involved finding the correct pathway through an unwalled tile maze, solving complex physical lateral thinking puzzles and answering clever riddles and puns. Many episodes climaxed with the challenging vortex game, where the team had to make their way across a network of nodes avoiding an opposing force, the vortex, which they couldn't see.
Much of the charm of the programme lay in the unique, for the time, way in which the presenters guiding the contestants remained in character as the Argonds throughout the show. Puzzles were not always introduced with explanations, contestants were often told to 'do as you see fit', in lieu of an introduction to a test.
Of course we viewers were often shown the solutions before the contestants got to see the puzzles. We'll start our exploration of The Adventure Game with a lateral thinking test inspired by the 'escape the room' challenges often featured in the programme.
Lateral Thinking |
The Argonds have captured you and placed in you in one of their testing cells, you are aware that you are to be kept here indefinitely but are free to escape at any time. You are also aware that this may not be easy. A single bulb hanging from the ceiling illuminates the sparse white room. There is a chair and a table upon which is a teaspoon, a shaker of salt, a metre ruler and a couple of plastic cups.
A shelf to the right holds the bare essentials needed to keep you alive for a while. A litre of synthesised water in jug and a couple packets of 'just add water' food. You strongly suspect it is supposed to be hot water. This is unfortunate since room's thermometer is reading a steady four degrees celsius. Thankfully there are a set of insulated overalls on a wire hanger, and a knitted scarf, hanging on a coat hook on the wall opposite the shelf.
Finally, there is the single point of exit, a door with a most unusual lock. The lock is powered by a switch on the door and a pressure switch in a cylinder, the cylinder is open to allow you to put small objects into it, nothing larger than a small garden pea however. The bottom of the cylinder has tiny perforations which would let any liquid flow out again. The lock only operates when exactly the right weight is added to the cylinder and the switch on the door is pressed correctly.
You know this thanks to a disconcerting sign on the door which reads: Add exactly 5g of material to the cylinder, wait 5 seconds then press the switch 5 times, failure to complete this sequence correctly will result in evaporation. You are quite sure being evaporated will be quite unpleasant. How can you open the lock?
The particular design on a Drogna denotes it's value. These symbols, the circle, crescent, triangle, square and pentagon are all featured heavily in the iconography of Arg. It features in the large tiled floors known as Drogna Games as well as in the general decoration of the planets architecture.
Number |
In this puzzle you need to escape Arg, not by any great strides of lateral thinking, but by handing the correct change to Gandor, who is amongst other things, in charge of selling tickets back to Earth. You have a variety of Drogna about your person, all you have to do is hand over the thirty-three Drogna needed for the ticket.
Gandor however is very deaf and does not have the reading glasses he needs to be able to hear your pleas for guidance.
25 Drogna Piece |
A blue crescent for example is the symbol for a ten Drogna piece. It should be noted at this point that although there are twenty-five distinct varieties of Drogna, there is not a particular Drogna piece to represent every value from one to twenty-five. Indeed some values of Drogna have more than one piece in circulation.
An example of two Drogna pieces with the same value but different symbols. |
The only example of three different Drogna pieces with the same value. |
So, have a go at that Christmas Investigation if you have spare time from all your Turnabout trials and until next time, Gronda Gronda, and keep puzzling!
I was so happy to find your links to puzzles relating to the BBC TV Programme the Adventure Game - I was an avid viewer as a child and loved the puzzlees.. the Drogna currency was good and I invented my own game as a child. I have since lost it (hoping it will still turn up) but wondered if you had any record of the floor 'plans' for the different puzzles used in the TV show - there were a number of different variations with different puzzles/problems associated with them..
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