A set of puzzles, each taking the form of a room you have to escape from. Players may ask me different things about each room, the items in it, and so on. The first player to figure out the solution wins!
Points;
Comrade_General (3 points)
toml1000 (3 points)
Ierne (3 Points)
Glaurung (2 Points)
Stormcloud (2 Points)
Private Clark (1 Point)
WINNERS
The Indigo Room was solved by comrade_general (3 points)
The Azure Room was solved by... an act of god
The Locked room was solved by Private Clark (1 point)
The Radiating Room was solved by... an act of god
The Diamond Room was solved by Stormcloud (2 points)
The Nightingale Plaza was solved by... an act of god
The Mathematician's Room was solved by... an act of god
The Devotion Room was solved by toml1000 (3 points)
The Poet's Room was solved by... an act of god
The Pit Courtyard was solved by Ierne (3pts)
The Library Room was solved by Glaurung (2pts)
Current puzzle; THE MONK'S CLOISTER (https://exilian.co.uk/forum/index.php?topic=102.msg131315#msg131315) (3pts, p15)
ROOM ONE - The Indigo Room (3pts)
There is a chair in the room, and a light on the ceiling. There is a door, butit has no lock, doorknob or handle. The walls are painted prupley-blue (indigo).
Solution; there was a box containing a battery and the wiring for the light, and a chair leg was loose; the chair leg, wires and battery made an electromagnet to attract the magnetic bolt in the door.
ROOM TWO - The Azure Room (3pts)
The room has no windows, there is the door you just came through and a second one on the other side. There is a BIG keyhole. THere is a table with iron legs and a wooden top, and the table has a key on it.
You try the key, but the keyhole is blocked. The blockage is wooden, and an oblong (can't twist it), and you can't push it out the other side. Nor can you get your fingers around it.
Solution; The table had self-tapping screws in, you needed to take one out, screw it into the block and remove it. You can then open the door with the key.
ROOM THREE - The Locked Room (1pt)
You see a grey painted room. There is a door on the other side. The door has lots of bolts and heavy bars across it. There is nothing else in the room. What do you do?
Solution; slide the bolts out of their brackets, and open the door.
ROOM FOUR - The Radiating Room (3pts)
The walls are shiny! There is a box mext to the door, which has no handle, keyhole, key or anything along those lines. There is a fridge in the room, a light with a switch, a thermostat, a radiator, and a fan with a switch.
The door has the following symbol inlaid on it;
(http://nachtkabarett.com/thelambofgod/mercury.jpg)
Solution; the door contained a mercury column, which you had to get down to its minimum by turning the fan on setting the thermostat down, and turning the light off.
ROOM FIVE - The Diamond Room (2pts)
Shiny!
The room's floor is half paved in diamond... and you can even see an open door on the other side! However, on the other half of the floor there is a checkerboard of square steel plates about the size of your foot, and squares covered in large, sharp, deadly looking spikes. Also, across the middle of the room, at about waist height, there is a belt-action, diamond coated bandsaw belt, running at full power. How the hell are you going to get out of this one?
Solution; get room 1's chair and room 2's table, and room 3's iron bars. you then simply bridge the saw.
ROOM 6 - THE NIGHTINGALE PLAZA (2pts)
(http://img245.imageshack.us/img245/6937/nightingaleplaza.jpg)
You start at the bottom of the puzzle you have to get to the top. You may walk in straight lines or diagonals as you wish. The aim is, clearly not to set off the traps. So which combination do YOU think gets you across safely?
Solution:
H (not a note) to m (not a dynamic mark) to the flag (not a note marking) to ABC (not a chord) to gun (all the others are parts of instruments) to * (not a stave marking) to Luccini (the others are all composers not Warhammer factions) to fat. (not a tempo mark).
Room 7 - THE MATHEMATICIAN'S ROOM (3pts)
You see this on the wall.
1 + x = 10. Solve to find x.
Below it there is a tray of balls and ten gaps, each of which can either contain a ball or not contain a ball. These are linked to a lock on the door.
Going from left to right, which gaps should you fill to escape?
Solution:
0---------
Which is to say, binary one.
1 + 1 = 2
Which is binary 10
Room 8 - THE DEVOTION ROOM (3 points)
You enter a large, high-roofed room with four shrines.
The first is a Buddhist shrine set into the wall, with a large wheel as its centrepiece. The wheel has a square axle-hole and square slots through the rim, with a small stone statue of Buddha sitting in front of it.
The second is a Catholic one. An image of the Virgin Mary is at the centre, with a pair of keys in a cross representing the papacy and two large, grand incense burners in the shape of ornate crimson fishes. There is a crimson canopy over the shrine held up with rope.
The third is Protestant, consisting of a single large cross slotted into a heavy wooden base. The shrine is otherwise very plain, except for a large and heavy copy of the Bible on a stone table.
The final one is Muslim - a huge, heavy, metal crescent, with a small hole at each tip, is slotted into the wall, with other items of devotion and intricate Arabic mosaics surrounding it. There is a domed roof over the little shrine.
Finally, you see the door at the other end of the room. It has a large keyhole, and a heavy bar across it. The bar is connected via teeth to a large cog on the wall. The cog is padlocked in place, and has at its centre a square bar jutting out perpendicular to the surface (effectively capping off the axle). A large number of what you presume are prayers and charms, written on small scraps of paper, are lying around the door - though they are not in a script or language you understand.
How will you try and escape?
Solution:
- Step 1 unlock cog w/catholic key 1
- Step 2 slot Buddhist Wheel on
- Step 3 fit cross into wheel
- Step 4 using ropes and giant crescent add weight to wheel, allowing cog to turn
- Step 5 use key 2 to open the door!
Room 9 - THE POET'S ROOM (3 points)
After a couple of tries, you fit the key in and finally leave the Devotion Room.
The new room is mostly oak-panelled, and has what appears to be a case full of books along one wall, with doors on the two walls adjoining it (including the door you came through. The other wall, however, is made of a shiny grey metal.
You see four racks on the wall. Each has a linear scanner behind it. On the racks lie a set of tiles, each with a word on. They form the following cryptic-message:
Quotesee this poem And If you shall be free, from The room
shall I be for ever more written thus
must be as would to unlock the door.
There are currently no tiles on the bottom rack.
What do you wish to do?
Solution:
Rearrange the poem. The original answer to this was unfortunately lost, but was probably something like:
If from this room you would be free,
I must be written as shall see
And thus shall be for ever more
The poem to unlock the door.
Room 10 - THE PIT COURTYARD (3 points)
Somehow, you get out of the poet's room... you come to a courtyard, with overhanging roofs with tiles and rain guttering (at the crest of the sloping roof there's just more of the building wall which stretches way up, so you can't escape that way). In the centre of the next yard there is a deep, deep pit. It has sides, much like a well, and is about two metres across, but it's dry and with no holes noticeable anywhere. A range of items are sat on a wooden table at the side of the courtyard.
These include:
> A jar of rollmops
> A lodestone
> A big block of polystyrene
> Tubes of crimson paint, toothpaste, and superglue
> A short length of wooden tubing, thin and around 70cm long.
Finally there's a tap at the side of the room. It's marked "DANGEROUS TOXIC LIQUID. NON-CORROSIVE. KILLS ON CONTACT."
And where's the door key to get out of this one? You guessed it, it's in the pit. Good luck!
Solution:
This is a simple physics puzzle with some minor twists. The lodestone is magnetic - it should be glued to the polystyrene to create a floatable magnet, which can then be dropped into the pit to pick up the key. The guttering and the table itself can be used to divert the toxic liquid into the pit without touching it, and the tubing can then be used to nudge/fish out the magnet and key, after which the latter can be retrieved to open the door.
Room 11 - THE LIBRARY ROOM (2 points)
You come to a long room with ten bookshelves around the walls, each labelled for a different sub-field of natural history: marine life, botany, palaeontology, avians, mammals, geology, physical science, chemistry, herpetology and medicine. There is a table in the middle of the room, turkish-style rugs covering the floor, a desk and chair in the middle, and a pen and paper on the desk. The shelves are full of old looking books; the ceiling is decorated with an attractive painting of a flock of emus. There are no visible doors, except the one you came in through.
On the paper has been written:
"Welcome stranger! One of the bookcases is the hidden door to continue your journey: simply select the third book from the left on the middle shelf, and the revolving wall will turn, swivelling the bookcase and floor section you're standing on around and taking you onwards. One slight issue, though: if you try selecting from the wrong bookcase, a hidden panel in the ceiling will pour boiling tar on you, almost certainly killing you. Don't worry, safety precautions have been put in place to ensure your demise in this manner will not risk damage to any of the rare books in our collection. Good luck!"
How will you escape?
Solution:
The rugs were moveable: they simply had to be removed from the floor, in order to check where the grooves for the revolving door were.
Im trying to escape? Does the room have any windows? If it does i take the chair and break the window, thus letting me escape outside, otherwise, i take the chair and break down the door.
There are no windows. You hit the door with the chair.
A leg breaks off the chair.
EDIT; This game, btw, will rarely if ever be solved by brute force, even if logically or realistically that would solve the problem. The idea is to work out a clever, lateral solution.
I dissassemble the light bulb and use the electricity to burn down the door...?
How are you going to reach the light? It's on the ceiling.
Think in slower stages. It helps.
IS the door locked?
Yep, or at least you can't open it.
what do you mean slower? Heres my move: dissassemble the light bubl by standing on the chair to reach the celeing, Then use the filament to slide betwen the gap between the door and the wall and try to push the lock open. (Weird, but ive done it in real life with a credit card). If that doesnt work, shatter the light bulb and use the shards of glass to slowly carve a handle into the door....
When you take the bulb out, you notice the light is attatched to a batttery pack by some wires (the pack is pinted indigo, hence you didn't notice it before.
You now have a bulb, some wires, a broken iron chair leg, and a battery.
All the items you need.
electromagnet?
CG gets it, wrap the coils of wire round the iron chair leg and make an electromagnet, the bolt slides across.
2. THE AZURE ROOM
The room has no windows, there is the door you just came through and a second one on the other side. There is a BIG keyhole. THere is a table with iron legs and a wooden top, and the table has a key on it.
You try the key, but the keyhole is blocked. The blockage is wooden, and an oblong (can't twist it), and you can't push it out the other side. Nor can you get your fingers around it.
What, pray, will you do now?
its hard to get a picture of what this thing looks like in my mind :blink:
WTF?! An IRON chair against some wooden door? how the hll could i not break the thing down? :P
Solid oak'd, bitch.
ooo burn!
ok um, you eat through the door?
You can't, it's too tough.
I play with the top until I starve to death?
You fail to starve to death.
use one leg as a chisel and the other as a hammer to cut your way through the door.
How would that work? Have you tried it? How sharp are your legs? Which planet do you live on!!! :huh:
err, the legs of a METAL chair, not his actual legs...
O, that makes more sense.
lol
lol
Lol. Do we still have the things from the other room?
Yes, although I'll hint that you don't need to use them. The four things you got from this room are all you need.
I start madly pushing at every part of the walls in hope of finding a switch/door etc..
what are we supposed to talk about on this 1
How we are escaping a series of bizzare rooms
O, that makes sense! :rolleyes:
Us the chair as a battering ram, and smash the door down!
Burn a hole in the door with the light! :blink:
No, and no.
If you all give up I can tell you the answer and we'll skip to the next room?
I give up
me too :(
Same.
and me
(soz about spamming) :(
go into a bloody frenzy hacking at the door with the chairleg until either you or the chair or the door breaks
then just smash anything if that fails
You needed to check the table and try and remove the top. The tabletop was fixed to the table with screws. All you had to do was sue a screw, screw it into the wood and yank it out - then unlock the door.
Next room coming up soon!
When you said "top" I thought you actually meant a top, the little spinny things kids played with years ago. :blink:
How do you unscrew and screw the screw without a screwdriver? (nice sentence i know) :lol:
Thumbnail
ouch! <-- click (http://content.revolutionhealth.com/contentimages/images-image_popup-ans7_fingernail_infection.jpg)
i would never have thought of that one... :(
Heh.
Well, the next room might be better for you...
3. THE LOCKED ROOM
You see a grey painted room. There is a door on the other side. The door has lots of bolts and heavy bars across it. THere is nothing else in the room. What do you do?
keep twisting at the bolts until one of them manages to loosen
By bolts I mean bars that slide across the door.
This may be too obvious, but 1 either lift the bars out of the brackets if the things holding them don't have a top, if they do then you push them out of their brackets.
It is exactly that obvious. You remove the bolts and bars, then open the door.
Im going to bed, you'll have to wait until tomorrow for your next brainteaser.
Quote from: "Jubal"By bolts I mean bars that slide across the door.
you confuse me :( what with tops and bolts :zegun:
QuoteIt is exactly that obvious. You remove the bolts and bars, then open the door.
That is pretty sad... Not as impossibly complicated as the other two.
Ok, the next room awaits... and this one is hard again.
The Radiating Room
The walls are shiny! There is a box mext to the door, which has no handle, keyhole, key or anything along those lines.
There is a fridge in the room, a light witha switch, a thermostat, a radiator, and a fan with a switch.
The door has the following symbol inlaid on it;
(http://nachtkabarett.com/thelambofgod/mercury.jpg)
whats inside the box?
Yo cuan't see. The box is solid metal, and you can't prise it off. It is at the point where a lock would be, fastened securely to the wall.
is the door wood/ metal?
Solid Steel.
you attach the radiator to the fridge, release the water inside the radiator so it shoots the fridge forwards and knocks the door down.
you use the fan to cut the hinges on the door.
you use the light to melt the steel door.
I knock on the box to see if its solid or hollow
jubal you sad person thats an alchemists symbol!!!
I know it's an alchemists symbol. But which, and how does it relate to the puzzle?
storm; The box appears to be partially hollow.
VS; The light isn't hot enough, the radiator is securely fixed to the wall, and you can't reach the fan (its a cieling fan, you can only reach the switch).
do something with the mercury in the thermostat...?
YOu can't open the thermostat. You can make it hotter or colder though...
(note; the heating unit operated by the thermostat is NOT connected to the radiator).
tear the fridge apart and take out its condenser thingy
THe fridge is pretty tough to tear apart, and eventually, apnting you give up. There must be a better way....
open the fridge and find a six pack, get drunk, then tear off the light switch and electrocute yourself to death :rolleyes:
A shot gun magically appears along with 6 tons of ammo, you then proceed to blast the damn door of its hinges? :rolleyes:
right, gonna think, the door has the astronomical/alchemical symbol for mercury (albeit a bit fancier) we have a heater attached firmly to the wall, a tough fridge, a ceiling fan with a switch in reach, a thermostat unconnected to any of these things and a partially hollow solid box, and a light with a switch.
I turn off the light to see if there is another light source then turn it back on if there isn't one
I try sliding the box along the floor, it wasn't said to be secure but it cold be too heavy to lift
The thermostat has to have some way of affecting the room, so I turn it up high and see if the box warms up, that is the only object I can interact with that could be connected
The box is fixed onto the wall next to te door.
There is no other light source.
The thermostat warms everything in the room up. It has a heating unit with it (not connected to the radiator).
I try breaking the thermostat off the wall
Can't.
I turn all things capable of generating heat on full and then sit in/infront of the open fridge to keep myself cool, in hopes that the door will melt
Sounds like an interesting idea, but I give up. Jubal?
i give up too
yus please tell
OK, the room was temperature controlled. The symbol for mercury was a clue that the 'box' conatined a mercury column, which goes up or down depending on tempperature. Thus, the aim was to get it to go down far enough to unlock the door.
You had to turn the radiator and thermostat right down, and have the fan on, and the door would unlock.
The next room will come soon.
well I nearly got it right, just the wrong temperature change
I need to come up with another room...
THE DIAMOND ROOM
Shiny!
The room's floor is half paved in diamond... and you can even see an open door on the other side! However, on the other half of the floor there is a checkerboard of square steel plates about the size of your foot, and squares covered in large, sharp, deadly looking spikes. Also, across the middle of the room, at about waist height, there is a belt-action, diamond coated bandsaw belt, running at full power. How the hell are you going to get out of this one?
P.S. Look back through the rooms - this room will not solve itself.
I get the table from the azure room and the bars from the door in the grey room and use them as a bridge over the spikes
Clarify? How do you get past the saw belt?
I throw the fridge at it. :P
I dont know how tall the table is but most are above waist hight, so it could be used as a bridge
couldnt you just crawl under it(Unless im thinking of a different saw) you can just crawl under it carfully and not step or place your hand on the spikey tiles.
The table is about the same height as the saw, not big enough to go right over it though.
Due to the shinyness of the room, you didn't notice the laser beams going across under the saw. Sorry CN2.
Also you can't move the fridge - we bin through this one.
how tall are the spikes on the panels?
30 inches :D
is there anything that we can throw at the saw?
Not that won't get cut into lots of tiny little bits, no.
erm, height of the spikes?
i look for a control box for the saw
10 cm above floor level, but depressed into the floor, they're about 30cm tall in total.
No control box can be found.
ok I stand on the table and throw down the bars to make a safe landing area jump over the saw and onto this area and proceed to either tiptoe between the spiked tiles or use the bars as stepping stones and make my way to the next room (or freedom :P)
Nearly, but the bars are cylindrical with flattened ends, so they'd roll away and you'd slip.
what about my tippy toes technique (assuming i manage to land with my feet on nice non spiky tiles
or i use the table top as the bridge, using the metal frame to stand on and jump from
Has I failed so bad I killed this thread?
Indeed :)
I think I have it.
Run in circles till the floor wears out and jump till it collapses?
Basically you can't assume you land on good tiles (but if you can get down you can then tiptoe).
You're getting very close, but there are two vital ingredients you need...
I use the fridge to stand on and throw over the table top to jump onto
YOU. CAN'T. MOVE. THE. FRIDGE.
But why not,im sure if I wanted to I could... and it would make life so much easier
can you update the first post so I can see all of the things available without having to trawl through guesses?
i dont know a way to complete this at all u said all things i can think of :unsure:
please please please can you put rooms with solutions into the first post *begs*
With the table can you take the legs off, then jam them in the saw motor( the ones made of iron), then use the table as a bridge to cross the spikes?
Sorry, I'll get this tidied up when I get round to it.
You need;
Chair (Room One)
Table
Iron Bars
Hmm. Assuming the saw cannot slice through the iron bars, I replace the chair legs with them, then stick it in the saw to jam it. Then use the table as a bridge to the other side?
Jamming the saw is not part of the answer. Plus the saw can cut iron.
Push the table in front of the saw, put the chair on top of it, jump off it and use the iron bars as crutches to avoid the spikes?
Jumping is too dangerous.
I stand on the table put the chair the other side of the saw and use the bars as a bridge over it
Correct.
Next; The Nightingale Plaza...
hell yeaaaahhhhh!
Soo close...
I kill the nightingales, use the beaks and claws to make a key, and unlock the door.
Next.
What?!?! :lol:
oho clever
I can has room plz?
Microsoft sam wud like ur roomz plz.
Keep forgetting, it needs time for me to scan the diagram in on this one.
ohh, this must be good if there is a picure...
erck....
Don't worry, Jubal just has a chronically slow scanner...
Yes a slow scanner...
Revive!
Is this thread dead or can it be continued?
I....MUST.....HAZ......PUZZLEEEEEE!!!!!!
* Silver Wolf considers this message as spam
Well whaddaya know...
THE NIGHTINGALE PLAZA
(http://img245.imageshack.us/img245/6937/nightingaleplaza.jpg)
You start at the bottom of the puzzle you have to get to the top. You may walk in straight lines or diagonals as you wish. THe aim is, clearly not to set off the traps. So which combination do YOU think gets you across safely?
That's the worst fu**ing map ever xD
What do they acronyms mean ??
Try googling them. :P
Quote from: "lordryan756"What do they acronyms mean ??
I can't believe that you don't understand it...
I can read the actual REAL words.. Just..not...the...OMFG! How can i not know.. You have to use the "Acronyms" to form words, to form pictures, to get across... Right?
Not quite. :P
Dont ask how I did this, but there is some sort of code to it. To do with the amount of squares between each other. I ignored what was actually on the squares xD
Attachments:- loldthrdh.bmp (1.03 MB) (http://209.85.48.18/7061/188/0/p1013121/loldthrdh.bmp)
Sensible post coming soon, and if that code actually works, then WOW.
Right, so I know what each layer is, but how do we possibly know what the tile is on each layer? Is there some relevance between each layer and each tile?
Ha, I gots it :) Except, I dont know what the **** is... This is going to need some hardcore research.
OK: you can only move straight or in diagonals, remember. And actually it's more knowledge than anything else once you work it out.
I still don't get it, think you'd better tell us.
You go on the one in every row that is not a valid musical symbol or term in regular orchestral music.
Can you draw it? :P
It went H (not a note) to m (not a dynamic mark) to the flag (not a note marking) to ABC (not a chord) to gun (all the others are parts of instruments) to * (not a stave marking) to Luccini (the others are all composers not Warhammer factions) to fat. (not a tempo mark).
Act of god solution again then.
And at long last, a...
NEW PUZZLE
The Mathematician's Room
You see this on the wall.
1 + x = 10. Solve to find x.
Below it there is a tray of balls and ten gaps, each of which can either contain a ball or not contain a ball. These are linked to a lock on the door.
Going from left to right, which gaps should you fill to escape?
Only number 9, or all but number 9.
There's an 8 month gap... have you taken up Necromancy Jubal???
NA: Remember to say which end you're starting at.
From the left I would assume and if that does not work, from the right.
There we go, my answer is now watertight.
So
-0--------
Fail
--------0-
Fail
000000000-
Fail
-000000000
Fail
You didn't think the maths was REALLY that easy did you? :P
What if it's not math and more a common sense thing?
So 10 = 1 & 0. Hence all the spots must be filled in.
Probably wrong but math is not my strong point. :P
LOL makes sense... I think...
Alright I've decided that this question must be ridiculously complicated so I'm going to try my original solution. Failing that, Jubal, how many balls are there?
In addition how exactly are the gaps linked to the lock on the door?
0000000000
Fails.
The gaps have switches beneath them which are pressed when you put the ball in; it's a kind of combination lock.
So two more questions, does it matter which order the balls are placed?
And can I try to kick the door open?
LOL XD You can try but I don't think that that's the point of this game.
Uh I saw an earlier one where all that needed to be done was lift the bars blocking the door. I figure just simple strength might be worth a shot. :P
Kicking does not work.
All the balls are the same, but it's a fair assumption that only by firing the correct combination of switches can the door be opened.
Let me try a random one
0=Leave empty
X=Balls ;D
00X0XX00X0
Nope :P
Didn't think so.
I know:
0000000090 XD
Dammit Jubal, what's the answer mate. I think it's a fair assumption that we're not going to get it. :P
0000001001
1-ball
0-empty
binary 9, got no other ideas atm
edit: also 1111110110 same thing, but unprdssed plates give digits, also
0110111111 and 1001000000 same just inverse, that's all I got atm
0---------
Which is to say, binary one.
1 + 1 = 2
Which is binary 10
Ta-da.
(I don't think anyone posted that solution, did they? I'll feel bad if I missed it).
Forgot about the posibility of whole equation being binary :S
I should design a new room for this, shouldn't I?
Do something, my brain is aching for a problem =)
Welcome to...
THE DEVOTION ROOM (3 points)
You enter a large, high-roofed room with four shrines.
The first is a Buddhist shrine set into the wall, with a large wheel as its centrepiece. The wheel has a square axle-hole and square slots through the rim, with a small stone statue of Buddha sitting in front of it.
The second is a Catholic one. An image of the Virgin Mary is at the centre, with a pair of keys in a cross representing the papacy and two large, grand incense burners in the shape of ornate crimson fishes. There is a crimson canopy over the shrine held up with rope.
The third is Protestant, consisting of a single large cross slotted into a heavy wooden base. The shrine is otherwise very plain, except for a large and heavy copy of the Bible on a stone table.
The final one is Muslim - a huge, heavy, metal crescent, with a small hole at each tip, is slotted into the wall, with other items of devotion and intricate Arabic mosaics surrounding it. There is a domed roof over the little shrine.
Finally, you see the door at the other end of the room. It has a large keyhole, and a heavy bar across it. The bar is connected via teeth to a large cog on the wall. The cog is padlocked in place, and has at its centre a square bar jutting out perpendicular to the surface (effectively capping off the axle). A large number of what you presume are prayers and charms, written on small scraps of paper, are lying around the door - though they are not in a script or language you understand.
How will you try and escape?
Throw thermal pod.
Thou wishes to THROW THERMAL POD? That thou canst not do!
/YaySoros
http://www.bomtoons.com/biggame.html
Well, that was... an experience.
Can I open the bible?
And I collect all the pieces of paper from the floor.
I check if there is something inside the incense burners.
And I try to lift the small statue of buddha.
Quote from: comrade_general on November 06, 2012, 03:17:47 AM
http://www.bomtoons.com/biggame.html
I saw that in a movie. Perhaps "Big" with Tom Hanks?
Melt the wizard. :P
- - - - - -
Never mind. Just saw the credits on the end. :P
It's quite easy if you've seen the movie. You can literally just walk in and shank his evil scepter-wielding ass.
Ain't no one fu**s with tiny adventurer.
Ain't no one.
(http://media.tumblr.com/tumblr_m2free6oCt1qajmh2.jpg)
Ash: you now have a pile of paper. You can open the bible. It has bible verses in it, like most bibles do. The incense burners contain incense. The Buddha statue is just about liftable, quite heavy though.
Can I check under the bible and under the buddha statue?
And I closely check the picture of virgin Mary(look behind it, possibly something hidden under canvas)
Is it possible to remove the cross from the base at protestant shrine?
I check my pile of papers for similarities and possibility of grouping them or setting them in order.
And my mind is blown atm, got to read the post with description again for more ideas.
The picture is a picture, both the bible and the statue appear to be a bible and a statue.
You can certainly remove the cross from its base.
You can't find any similarities with the different bits of paper.
Can the keys from the catholic shrine be used to unlock the padlocked cog?
One of the keys does unlock the cog, well done; it's a start, you now just have a huge cog which is too stiff for you to physically turn :P
Does anyone think TIR would be good as a puzzle computer game? It's something I've considered for a while.
I do.
Perhaps as a point-and-click adventure?
But you do know that a project such as that would require a huge amount of time...
Yeah, point & click would be the way to go. And yes, that's why I haven't done it...
Still nobody on the current room? :(
We've been through this one before. Once or twice :P
Sooner or later they will break through.
Throw another one. :P
I would unlock the cog with the keys, then I would take down tthe rope from one of the shrines. I would use the canvas to make a basket which I would then tie to the rope. I would throw one end of tthe rope over the domed shrine to make a pulley and tie the other end of the rope to the cog. I would then chuck all the heavy things in the room like the statue and crescent moon in to the canvas basket which would pull down on the rope, turning the cog, with my help as well and hopefully retracting the door bar. I would then use the second key to unlock the door (if necessary) so I can leave.
That's my plan after just seeing the puzzle, would it work? It probably needs a bit more refining but I replied on my phone without access to the description of tthe room.
On second thoughts as above but use the Protestant cross like an alan key, slot it in to the axle holein the cog and use it as an axle. Tie the rope to the cross and as above use the other heavy things to pull the rope and turn the cog.
Very close indeed with the second one - the only thing you've neglected is that the axle on the cog juts out so you can't slot the cross onto it directly, you need another (indeed the other) item with slots in your arrangements.
As above but using the Buddhist wheel to act as a second interlocking cog with the first cog withstand the Protestant cross through the wheel as a lever to turn when the rope is pulled.
Entirely correct, well done :)
Reiterating my original notes were:
- Step 1 unlock cog w/catholic key 1
- Step 2 slot Buddhist Wheel on
- Step 3 fit cross into wheel
- Step 4 using ropes and giant crescent add weight to wheel, allowing cog to turn
- Step 5 use key 2 to open the door!
...right, now I have to come up with another puzzle :P
Hell yeah :)
Got to love basic physics and a love of mechanics :)
It was the thermal pods that did it. :P
Those definitely gave me a clue :D
Huzzah :P
I'll try and write a new puzzle tomorrow evening :)
Nice, Jubal could you update the first post as well please?
OP update done :)
THE POET'S ROOM (2 points)
After a couple of tries, you fit the key in and finally leave the Devotion Room.
The new room is mostly oak-panelled, and has what appears to be a case full of books along one wall, with doors on the two walls adjoining it (including the door you came through. The other wall, however, is made of a shiny grey metal.
You see four racks on the wall. Each has a linear scanner behind it. On the racks lie a set of tiles, each with a word on. They form the following cryptic-message:
Quotesee this poem And If you shall be free, from The room
shall I be for ever more written thus
must be as would to unlock the door.
There are currently no tiles on the bottom rack.
What do you wish to do?
I'm assuming you're going to have to reshuffle the tiles to make the poem about leaving the room?
That is a thing you could try doing.
Do I actually have to try and write out the poem or just say 'I rearrange the tiles in to another poem'.
I think if you just say "I rearrange the tiles" I have to assume I randomise the word order, so the probability of you getting anywhere that way is to say the least somewhat small. :P
Okay, I'll have a think about it tomorrow, coding to do :)
Tomorrow, as they say, never comes. :P
Very true, I'm not good at poems, GCSE English saw to that :(
I actually tried it but it's very hard to make sense of it. Do I have to rearrange every word separately or are the separated in more than one word?
There is an important clue given in that some words clearly are not supposed to go in the middle of a line, if that helps.
Also, think about common rhythm and rhyme patterns you might be trying to form.
I've found both rhymes and I there is only one full stop. I just can't figure out which order the rest of them go in.
The bad news is that I now can't find the original couplet, don't know what I was aiming for, and I'm always one word off getting the rhyme scheme right when I try this myself. Am going to seek help elsewhere :P
I'm going to have to act of god this :( I'll post a new puzzle soon.
Yay. Puzzles are fun. :D
...Unless you can never figure them out...
For the record, my post-hoc best attempt at solving my own puzzle was:
QuoteIf from this room you would be free,
I must be written as shall see
And thus shall be for ever more
The poem to unlock the door.
So I'm wondering if I put a "shall" where there should've been a "you", because other than the second line's "shall" the above looks pretty good.
Anyway, let's get on with the puzzles:
THE PIT COURTYARD (3 points)Somehow, you get out of the poet's room... you come to a courtyard, with overhanging roofs with tiles and rain guttering (at the crest of the sloping roof there's just more of the building wall which stretches way up, so you can't escape that way). In the centre of the next yard there is a deep, deep pit. It has sides, much like a well, and is about two metres across, but it's dry and with no holes noticeable anywhere. A range of items are sat on a wooden table at the side of the courtyard.
These include:
> A jar of rollmops
> A lodestone
> A big block of polystyrene
> Tubes of crimson paint, toothpaste, and superglue
> A short length of wooden tubing, thin and around 70cm long.
Finally there's a tap at the side of the room. It's marked "DANGEROUS TOXIC LIQUID. NON-CORROSIVE. KILLS ON CONTACT."
And where's the door key to get out of this one? You guessed it, it's in the pit. Good luck!
Cover the polystyrene block in superglue and throw it in the well so it sticks to the key. Use the wooden tube and the guttering to conduct the liquid from the tap into the well. The polystyrene floats with the key attached.
Keep the lodestone because it sounds useful, and the pickled herrings to eat a last resort even though they are actually dire.
Very nearly a neat idea... except that if you did that a: you'd probably glue the polystyrene to the bottom of the well and b: even if you did get it just to stick to the key, the key would be full of glue and thus not able to fit a lock properly.
That *had*occurred to me, I was kinda counting in it being a particularly large key- but it still felt like a (entirely literal) long shot. 😏
however, I got nothing else, unless the guttering is long enough to reach the key, which, given your emphasis on the deepness of the well, I'm guessing it's not.
Hint:
Spoiler
Consider what else a key might "stick" to?
Do we still have the electromagnet from room 1? How about throwing the electromagnet down, superglued to the polystyrene, so it grabs the key? And then filling the well as before.
Uh, sure, I guess?
I mean, you had a literal lodestone, the primary important property of which is that it is magnetic, literally sitting on the table in front of you, but sure, why not, you can use the electromagnet :P
But yes, basically I'll give you that as a valid answer - my original schema was:
> Glue lodestone to polystyrene, drop in well to catch key
> Use gutter and use the table to prop up the guttering from tap to well, and fill it
> Use the wooden pipe to fish the polystyrene out of the well
> Retrieve key, open door
> The crimson paint and the rollmops are of course collectively forming a red herring :)
Oh sorry, that's just my stuff. I was hired to do some painting there.
YAY! i NEVER get lateral thinking stuff right :D
i did consider using the lodestone, but the internet told me that it wouldn't be magnetic *enough* to attach to a key.
I should maybe have stipulated that the lodestone was fairly strong and the key was fairly small :P
Ach, I'd better think of another puzzle now...
epic, I look forward to it :D
The Library Room (2 points)
You come to a long room with ten bookshelves around the walls, each labelled for a different sub-field of natural history: marine life, botany, palaeontology, avians, mammals, geology, physical science, chemistry, herpetology and medicine. There is a table in the middle of the room, turkish-style rugs covering the floor, a desk and chair in the middle, and a pen and paper on the desk. The shelves are full of old looking books; the ceiling is decorated with an attractive painting of a flock of emus. There are no visible doors, except the one you came in through.
On the paper has been written:
"Welcome stranger! One of the bookcases is the hidden door to continue your journey: simply select the third book from the left on the middle shelf, and the revolving wall will turn, swivelling the bookcase and floor section you're standing on around and taking you onwards. One slight issue, though: if you try selecting from the wrong bookcase, a hidden panel in the ceiling will pour boiling tar on you, almost certainly killing you. Don't worry, safety precautions have been put in place to ensure your demise in this manner will not risk damage to any of the rare books in our collection. Good luck!"
How will you escape?
So, there are 10 bookcases, 9 of which have death traps positioned above them? And the answer is to figure out which is the safe bookcase, not to just examine the ceilling minutely, put all of the rugs over your head and hope for the best? Tricky. :)
You can look at the ceiling, but you realise that the painting is painted on to tiles, any of which could drop open. You can also examine a rug, but you've no way of holding it over your head in such a way that it'd protect you - you'd need several of them probably, and the tar could well set them on fire.
Since there is an avian themed mural on the ceiling, can I try the book on the avian shelf?
*braces self*
Well, Tusky's dead, anyone else want a go? :P
(More seriously, there is an answer as to how you can actually determine the right one, but it's not just a clue like that - Ierne got closer than you did).
Ah well.
I figured I could be the sacrificial first hot-head to die in the horror film person
Hot head in this case proving a fairly literal descriptor!
Some exploratory questions:
- Do the Turkish carpets cover the floor areas immediately in front of the bookcases? If so, can the carpets be lifted away?
- Could the furniture in the room be used to wedge shut the ceiling panel above a bookcase?
> The Turkish carpets do indeed cover the whole floor, and you are able to move (or remove) them around as you wish.
> No, the ceiling is too high.
OK, I move the carpets away from the bookcases. How many bookcases have a section cut through the floor in front of them, so as to allow the floor to rotate?
Precisely one. Good job, correct solution :)
Um. Wow. I was more than half expecting the number to be between 2 and 10, with some more complex problem-solving required. Or would that have been indicated by a higher points score?
Anyway, I go to the bookcase with the swivelling floor section (regardless of its subject matter!) and select the third book from the left on the middle shelf. All of a sudden...
WHOOSH.
The Monk's Cloister (3 points)
You step off the revolving plate, and it whirls around again, leaving only a blank wall behind you. On one side, a set of pillars give you a view out over an idyllic looking mountain valley, and evening sunlight filters through: it's your first view out of this building, and you realise you are quite high up. You cannot however pass the pillars, since there's solid bulletproof glass between them and a sheer drop even if you had anything to break it with. Looks like you're going to have to go forwards.
There's a thick looking door at the other end of this corridor, clad with steel plates; the corridor architecture is flushwork (albeit poorly made and maintained) with vaulting over the top towards the pillars, in a sort of medieval style. The thick door is predictably locked, with a keyhole clearly visible. There is however an open door on the side of the corridor, which leads to a small room. This has an old parchment book, a delicate quill pen sitting in a dried-up inkwell, and a large, thick candle all sitting on an old-looking desk with four drawers. There is a rough bed thickly covered in straw along the second wall, and an empty fireplace in the third.
How do you get through the next door?
And yes, I'd have awarded an extra point if there was a secondary puzzle once you'd worked out to move the rugs :)
A point of information: what is "flushwork"? It's not an architectural term I know.
EDIT:
Further questions, but now put in a separate post.
Wiki explains better than I can:
https://en.wikipedia.org/wiki/Flushwork
Basically a form of flint walling, quite common in parts of East Anglia - you've probably seen plenty!
Ah, so flint then. And "poorly made and maintained" would suggest I can prise out individual flints, yes?
Also, while I think of it, some further questions:
- Am I carrying anything with me from previous rooms?
- Can I open the desk drawers and read the book without triggering some hideous death?
- How flexible / fragile is the quill pen?
- What is the inkwell made of?
- Can I slide anything under or around the steel-plated door?
And "poorly made and maintained" would suggest I can prise out individual flints, yes?
Correct.
- Am I carrying anything with me from previous rooms?
I'm going to say "no", because it will make my life easier from hereon in. You can be carrying the book you picked off the shelf I guess, which is a book on rubicund fishes :p
- Can I open the desk drawers and read the book without triggering some hideous death?
You can. The book appears to be some sort of bestiary, not completed. You're unfamiliar with the script used. The drawers are all empty.
- How flexible / fragile is the quill pen?
Reasonably solid, apart from the tips at either end. It's a decent size goose feather.
- What is the inkwell made of?
It's an inset inkwell - it's part of the desk.
- Can I slide anything under or around the steel-plated door?
It's a normal door - there might be a very thin gap at the bottom, it's not airtight, but you couldn't easily push a postcard under it for example.
Quote from: Jubal on March 14, 2019, 08:48:09 PM
You can be carrying the book you picked off the shelf I guess, which is a book on rubicund fishes :p
Particularly those of the family Clupeidae, perchance? :P
Quote from: Jubal on March 14, 2019, 08:48:09 PM
- How flexible / fragile is the quill pen?
Reasonably solid, apart from the tips at either end. It's a decent size goose feather.
Will it fit in the door's keyhole, and is it suitable to pick the lock with?
Yes, indeed :)
And no - it's actually quite a small keyhole, and the lock inside looks like it really needs a proper key.
I decide to try and look for the key.
I use the flint to light the candle, and the candle to heat the blank pages in the book, to see if there are any invisible ink instructions.
Interesting idea, but unfortunately, the wick of the candle is too stubby to catch easily from flint sparks.
I'm guessing that if I lit a fire in the fireplace, using the flint and the straw, and used *that* to light the candle and heat the book, I still wouldn't find any invisible ink?
Ok, I have a look up the chimney. I also check for false bottoms to the desk drawers, and for anything hidden inside the binding of the book.
You can light the candle that way, and you do indeed find no invisible ink. You see nothing up the chimney (I'm going to be nice and assume you looked up there before lighting the fire!
What do you want to do with the (nb, still burning) candle now you've heated the book pages with it? It's a sizeable candle.
You find nothing in the binding. One desk drawer has a false bottom but the only thing underneath is a dead spider.
So, the lock can't be picked, there are no further instructions, and I'm getting the feeling that I'm not going to find a key just by looking in *more places* at random.
I have a candle, and I'm getting the impression that I'm supposed to use it, but I have no idea what for. Unless there's a trapdoor I've somehow missed, leading to a long, dark passageway? But that seems unlikely.
. Would it be helpful to make a wax impression of the lock???
Again, neat idea but you risk gumming the lock up.
Hints:
Spoiler
Yes, there is a key. The question is where.
Hint 2:
Spoiler
Consider how the items you have could have been made.
Do I find a pan and a candle mold I haven't noticed before, one of which has the key in?
I wonder if waiting for the candle to burn down would reveal a key that was set within the wax, or render a vital part of the puzzle useless
Quote from: Tusky on March 22, 2019, 11:45:58 AM
I wonder if waiting for the candle to burn down would reveal a key that was set within the wax, or render a vital part of the puzzle useless
Yes, the candle was in the wax :) My initial thought was that the quickest method would just be to chuck the whole candle in the fire, but letting it burn down also works.
Oh gosh, I need to think of another problem now...
Damn I thought of that so many times, but I was always like 'nah, that's too easy' XD
If it's any consolation, my next approach to find the key was going to be "burn all the straw and rake the ashes".