Burn After Solving

Mission

Now that you have completed your briefing and fieldwork, it's time to go and complete your final mission: infiltrate TORTOISE headquarters, rescue Special Agent Peppa Dahl, recover the real Golden Sphinxes, and escape. It'd be nice if you could also do something to foil TORTOISE's future plans...


Mission Details

Your mission is to break into TORTOISE headquarters via one of the six access points (marked with AP on the map), navigate from room to room to find Special Agent Peppa Dahl (marked with PD on the map) and the genuine Golden Sphinxes (marked with GS), and exit via a different access point. You are equipped with a tracking device that will record your progress as you go. Additionally, there are some things you should know about TORTOISE HQ in order to complete your mission safely:

The entire HQ is monitored by a proximity sensor that will summon armed guards if you run into an exterior wall, enter the same room or access point twice, or enter three rooms or access points that are all adjacent to each other. You might think you can handle the armed guards, but remember: you have a license to kilt, not to kill. Don't do anything to summon the armed guards.

A hexagon with a red X on it

This symbol marks an impassable space. This room is blocked, and you cannot enter or move through the space.

A hexagon with a black K on it

This symbol marks a room with a killing trap. If you step inside, you will die.

A hexagon with a black G on it

This space marks a guard post. If you step in here, you're as good as dead!

A hexagon with a red and gray horseshoe magnet with the poles pointing to the right, resembling a capital CA hexagon with a red and gray horseshoe magnet with the poles pointing to the left, resembling a capital DA hexagon with a red and gray horseshoe magnet with the poles pointing up, resembling a capital U

These symbols mark giant magnets. If you enter a space adjacent to the poles of the magnet – immediately to the east of the first magnet, immediately to the west of the second magnet, or either space immediately to the north of the third magnet – you will be drawn into the magnet room.

The magnetic field will interfere with the tracking device; the tracker will record no data for a room with a magnet, and the most recent data point recorded will be erased. Be careful; if your tracking device has no data when you enter a magnet room, it will explode, killing you in the process. Don't let that happen! Also, don't let yourself get caught between two sets of magnetic poles; the combined forces will tear you in two! Also, if you enter a magnet room while carrying the Golden Sphinxes, they will become irretrievably stuck to the giant magnet, and you'll fail your mission.

You can only enter a magnet room via the direction of the poles, but you can exit from any direction not otherwise blocked.

A hexagon with a black circle, resembling a capital O filled in

This symbol marks an open pit. You can jump across the pit, but only in a straight line. If the poles of a giant magnet are adjacent to a pit, you will be harmlessly diverted to the magnet room in mid-jump.

A hexagon with a curvy black line with arrows on either end, resembling a capital SA hexagon with a curvy black line with arrows on either end, resembling a capital N

These symbols mark rooms with a giant centrifuge, rotating clockwise and counterclockwise, respectively. A centrifuge rotating clockwise will force you so make a right turn as you pass through, and a centrifuge rotating counterclockwise will force you to make a left turn. Be wary of magnets next to centrifuges, though; if a magnet would pull you out a different side than the natural motion of the centrifuge, the combined forces will lead to a messy end.

A hexagon with red vertical line extending across the center, resembling a capital I

This symbol marks a laser. You cannot safely cross a laser, but you can enter and exit so long as you stay on one side of the laser.

A hexagon with black vertical lines along the left and right sides, and a black horizontal line across the middle, resembling a capital H

This symbol also marks a laser, but it's attached differently. You cannot enter or exit such a room from the left or right, and you cannot safely cross the laser alone, but if Agent Dahl is with you the two of you together can disable the laser and cross.

A blank map of TORTOISE HQ, consisting of an outline of a tortoise with a grid of hexagons on its shell
An irregularly-shaped grid of hexagons, numbered 1 to 30An irregularly-shaped grid of hexagons, numbered 31 to 60An irregularly-shaped grid of hexagons, numbered 61 to 90An irregularly-shaped grid of hexagons, numbered 91 to 120An irregularly-shaped grid of hexagons, numbered 121 to 150An irregularly-shaped grid of hexagons, numbered 151 to 161, with two hexes labeled 'PD' and 'GS'
All in the Family32119811939158
Black Ops41122725290
Clerical Errors8610327509273
Color Blocked25108621418410
Cover Up38671441575983
Data Extraction51051481209588
Divided Attention15511265
European Mission12553139311616174
Garment Design51712999913312
Get Your Bearings451261388713
Guess Who?1577116149234
Inter(cep|sec)tions10414681345670
Language Barriers10111411858130
Rows and Call-'ems107892412314266
Satellite Imagery159574931281092376
Spy Glass426601722160
Unheard Meanings54135791411797
You Are a Horrible Crane9631211101511
Briefing121806714943182261326894
10253291378161891477014315244
Codebreaking447100111136206982375415641
Disguise721434810613315478145301132112490
Reconnaissance1501311912414036115751564281599632
Surveillance553116403546153127857888