I have a confession to make: I misplace things all the time. That copy of Ship of Theseus I bought that I was saving for a rainy day? Gone. The transparent lock I used for lockpicking practice? Haven’t seen it in years. My Flynn Lives pin, from the Tron Legacy ARG? Fell off my lanyard at last year’s New York Comic Con, never to be seen again. Many of those lost items are easily replaceable: I still don’t know what happened to my original copy of Ship of Theseus, but I currently have a new copy on my shelf. But some items have enough sentimental value that they can’t be replaced…and that’s where the Ministry of Lost Things comes in.
PostCurious’ newest narrative puzzle game, The Ministry of Lost Things, introduces its players to a world where many of the world’s forgotten or misplaced items make their way to the Elusiverse. Most of these items that disappear from our world are easily forgotten, leading to regions of the Elusiverse overflowing with everything from unwanted receipts to abandoned umbrellas. But sometimes, an item charged with sentimental value goes missing. And it’s up to the Ministry’s Department of Returns to bring those items home.
The Ministry of Lost Things: Lint Condition is positioned as the first in a series of games exploring the Elusiverse, and tasks players with locating one particular item with deep sentimental value attached to it, and returning it to our world. The adventure unfolds across a series of four puzzle packets. Solving a series of puzzles will help narrow down where in the Elusiverse the object can be found, why it meant so much to its previous owner, and where to return it.
The Silent Hill Historical Society is a small organization dedicated to preserving the small town’s rich history. Which makes their decision to set up shop on the grounds of a prison whose inmates were wiped out by disease a little questionable. Still…lakefront property doesn’t come cheap, so the lapse in judgment can be forgiven. Covering up the murder of a former colleague? Slightly less forgivable.
The Silent Hill Historical Society is an alternate reality game connected to the Silent Hill franchise, created by Konami the team at Daiyonkyokai (“The Fourth Boundary”), the Japanese collective of ARG creators previously behind Project:;COLD. And while Project:;COLD is only available in Japanese, The Silent Hill Historical Society is structured to allow gameplay in English or Japanese, by selecting the preferred language in the upper right corner of the website.
A Deceptively Simple Structure, Obscuring Surprising Depth On the surface, interactivity with the website is limited: the site’s “Contact” page is down, and the only thing visitors can do is take the Ultimate Silent Hill Quiz: a series of 10 questions that can be answered by closely reading the website, paired with a little research into the Silent Hill games themselves. Fans capable of acing that test are encouraged to tackle the advanced level, an additional 20 questions that go even deeper into the Historical Society’s archives.
Curiously, while the staff pages feature six employees at the Silent Hill Historical Society, staff posts reference a seventh employee, erased from the site. That former employee’s story is told through a series of 36 hidden pages, scattered throughout the website. Some of those links are clickable links that can be found by closely investigating each page of the website, while others require a bit more creativity, finding the right keywords and entering them into the website’s URL, after the domain name.
Starting in 2012, Disney started airing a new animated series called Gravity Falls following the adventures of twins Dipper and Mabel Pines as the twins spent the summer at their “Grunkle” Stan’s roadside attraction The Mystery Shack, nestled in a small town in Oregon. And while the show was targeted towards kids, the show also presented an increasingly complex series of mysteries for its audience to solve along, introducing a new generation to the world of alternate reality games through everything from cryptic messages hidden in the show itself to a global scavenger hunt.
The series’ primary antagonist, Bill Cipher, only appeared in a fraction of the series’ episodes…but the sentient triangle was at the epicenter of the show’s mysteries and many of its puzzles, with many of the puzzles of the last decade revolving around the question: “what happened to Bill, after his dramatic confrontation with the Pines family in the series finale?” Almost a decade later, The Book of Bill offers answers to that question with an epistolary look into Bill’s past, present, and future in a book packed to the brim with puzzles and ciphers to decode. The book also brought with it an alternate reality game that helps provide context and closure to the series.
“Solving” Gravity Falls, During the Show’s Initial Run At the tail end of the opening credits to Gravity Falls an aged page from a journal is shown, prominently featuring a one-eyed triangle that fans took to calling “Triangle Guy”. Before cutting to commercials, a voice whispered the only words in the now iconic theme song: “three letters back”. Applying that shift cipher to the message on the screen, “VWDQ LV QRW ZKDW KH VHHPV”, delivered the first of many messages from the show: “Stan is not what he seems”. The cipher also came in handy during the episode’s end credits. During an extended scene featuring a rainbow-puking gnome, a message in that same cipher greeted viewers with a hearty “Welcome to Gravity Falls”.
This pattern followed for every episode of the series: reversed audio messages in the opening credits might provide a hint at how to solve the episode’s cipher, and a secret message was inserted into the end credits, for those who cared to look. After a few episodes, the messages switched over to the Atbash cipher – but to make sure viewers were prepared, the prior episode’s secret message informed viewers, “Mr. Caesarian will be out next week. Mr Atbash will substitute.” To further reinforce that message, the opening theme song’s reversed audio was swapped out to say, “switch A and Z”. Over the course of the series, these ciphers grew increasingly complex, and viewers were introduced to A1Z26 ciphers, the Vigenère cipher, indexing, and even multiple custom cipher languages with in-universe origins.
Every now and then, the solving went beyond the bounds of the show itself. Part of the way through the first season, Disney released a Flash game called Rumble’s Revenge, putting fans into the role of Dipper and Mabel as they fought through cryptids the characters encountered. Interacting with 12 objects throughout the game pulled up messages from the Triangle Guy that, when decoded, revealed his name before he officially appeared in the show: “MY NAME IS BILL”.
This interplay between puzzle and theory continued as the show progressed, culminating in a puzzle-laden cliffhanger. During Stan Pines’ final confrontation with Bill Cipher, Bill’s final words are spoken through reversed audio: “A-X-O-L-O-T-L, my time has come to burn! I invoke the ancient power that I may return!” So, in a show when almost everything else wrapped up neatly, the question remains: what happened to Bill?
“Hello. My name is Gregory Daniels. I’m twelve years old. I live at 3251 Spring Lake Drive, and I’ve been kidnapped!”
Not exactly what you’d expect to hear when loading up a lofi beats YouTube channel. Then again, MatPat’s newest alternate reality game LoreFi isn’t only focused on creating a playlist of over eight hours of chill beats that can provide a low-stress soundtrack for your life. It also plans on using that lofi beats channel to deliver a slow burn mystery set to play out over the span of months.
Meet Taylor: Lore Through Environmental Storytelling Gregory Daniels may be missing, but we don’t find out much about him through the initial launch of LoreFi. Instead, we’re introduced to Taylor, a teenaged girl chilling out to music in her apartment.
Her interests are laid bare in the objects she’s collected over the years: VHS tapes and a trophy from her time in ballet…a gaming console and toys to show she’s a gamer…a “sweet drawing” her friends found at school…and a binder full of CD mix-tapes she burned after downloading the files off the GrapeVyne, a tongue-in-cheek reference to the peer-to-peer downloading client LimeWire, which was a major source of pirated music back in the mid-2000s.
This particular element of gameplay is reminiscent of the indie game Unpacking, which tasks players with unpacking boxes as the main character moves in to a series of new places. It’s a story that packs a surprisingly powerful emotional punch as you experience the highs and lows of a character, as told through the objects they take with them in life.
And while those stories unfold best over time, LoreFi is already showing some hints of that emotional roller-coaster. Because while Taylor’s dad sends her a message “Hey kiddo, how are you” on the computer, she’s crudely erased him from a family photo with red pen, and added a drawing of an ominous figure opening the door in the same color. “Call Dad” has also been removed from her to do list.
The stream also has a number of custom animations that add further depth to the story: every now and then, Taylor’s computer enters screensaver mode, scrolling through a series of art pieces likely drawn by her, before she clicks the mouse to return to GrapeVyne. Later on in the night, her door creaks open and the shadow of a figure enters the frame, causing Taylor to take off her headphones and give a silent nod of assent, a slightly less ominous version of the encounter pinned to her corkboard.
The stream is filled with subtler moments, as well. Every now and then, Taylor receives messages from friends and classmates. And at one pivotal point near the beginning of the stream, her computer gets infected with a virus.
“I…think one of us needs to crawl into the delivery truck?”
A few minutes earlier, the four of us received a message on our phones from GGC headquarters: go down a particular street, and be on the lookout for a delivery truck. Once there, we should be prepared to open up a cardboard box. The delivery truck was parked on the street corner as expected, packed floor to ceiling with packages. But there was no package waiting for us to grab. Instead, the bottom left corner of the truck featured what almost looked like a tunnel, just big enough to crawl through.
So, we sent a volunteer through the hole, into the unknown. When they emerged on the other side, a man handed over a UPS envelope, and told them the password to unlock the next set of instructions. It provided descriptions of a series of five individuals we’d need to encounter in order to proceed further. Assuming the UPS envelope might contain further instructions, we opened it up.
Upon unsealing the envelope, a three-dimensional papercraft contraption popped out of the envelope thanks to the tension releasing on a series of cleverly concealed rubber bands inside the puzzle. This time, we had to solve a logic puzzle to figure out the code word to unlock the next step in our journey.
This sequence of events took place as part of GGC:MMXXIV, an outdoor puzzle hunt that serves as Great Gotham Challenge’s flagship event of the year. Over the course of 4-5 hours, the game leads teams of up to four players through a neighborhood in NYC in order to complete a series of puzzles that take full advantage of the city and its history. Great Gotham Challenge is somewhat unique in the puzzling landscape for its focus on creating a spectacle out of its puzzles while also making the solving process feel just a bit more transgressive than it actually is.
Because this type of adventure isn’t just about solving a papercraft logic puzzle: it’s about walking down the street and realizing that even that truck on the side of the road might be part of the game…and then receiving enough validation to feel safe crawling inside.
Over sixty years ago the filmmaker William Castle released Mr. Sardonicus in theaters, telling the tale of a horrid wretch of a man whose face was frozen in a rictus grin. Over the course of the movie, audiences learn about the macabre sins that led to his initial disfiguration, and the heartless experiments he inflicted on others in an attempt to cure himself.
As the film concludes, William Castle himself shows up on screen and cheerfully informs the audience that they have the opportunity to decide if Mr. Sardonicus has suffered enough, or if he deserves worse. Audience members are instructed to hold up glow-in-the-dark cards to vote, and Castle makes a show of tallying the votes, before the chosen ending plays. No audience ever voted to save Mr. Sardonicus. And while Castle insisted that two endings were filmed, the general assumption is that he didn’t bother since no audience would make that choice, after seeing the film. Because of this unique feature, Mr. Sardonicus was advertised as “the only picture with [a] ‘Punishment Poll'”.
Alternate reality games are in large part defined by the agency they grant to players, promising participants a collective role in the events to follow. Your decisions will shape what’s to come. However, that agency doesn’t always have to be real – the illusion of agency is often enough to leave audiences empowered enough to feel responsible for the game’s progress, and culpable for their missteps.
Last year, the Twitch streamer Ranboofilmed a three part interactive horror series called Generation Loss: The Social Experiments that delivered a particularly compelling exploration of the nature of agency. In the process, it might just have unseated Mr. Sardonicus‘ claim as “the only picture with [a] ‘Punishment Poll'”. And while asking you to watch overfourhours of livestreamed footage might be a bit much, Ranboo just released The Social Experiments: The Founders Cut as a slightly more condensed, cinematic retelling of events.
If you’d prefer to watch Generation Loss relatively unspoiled, now would be a good time to watch The Founders Cut, which provides the best streamlined entry point to the series currently available. However, a bit of context will likely help make the viewing process a bit easier, as the series takes some fairly dramatic tonal shifts that makes the first half hour in particular a misleading indicator of the full experience.