Author Topic: The Indigo room  (Read 69530 times)

Jubal

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The Indigo room
« on: July 09, 2008, 08:40:51 PM »
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 (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;



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)



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:

Quote
see 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.
« Last Edit: March 14, 2019, 06:32:10 PM by Jubal »
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

Private Clark

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The Indigo room
« Reply #1 on: July 09, 2008, 08:45:05 PM »
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.

Jubal

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The Indigo room
« Reply #2 on: July 09, 2008, 08:52:25 PM »
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.
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

Private Clark

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The Indigo room
« Reply #3 on: July 09, 2008, 08:59:57 PM »
I dissassemble the light bulb and use the electricity to burn down the door...?

Jubal

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The Indigo room
« Reply #4 on: July 09, 2008, 09:01:14 PM »
How are you going to reach the light? It's on the ceiling.

Think in slower stages. It helps.
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Private Clark

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The Indigo room
« Reply #5 on: July 09, 2008, 09:05:11 PM »
IS the door locked?

Jubal

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The Indigo room
« Reply #6 on: July 09, 2008, 09:08:44 PM »
Yep, or at least you can't open it.
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Private Clark

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The Indigo room
« Reply #7 on: July 09, 2008, 11:50:29 PM »
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....

Jubal

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The Indigo room
« Reply #8 on: July 10, 2008, 04:16:31 PM »
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.
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comrade_general

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The Indigo room
« Reply #9 on: July 10, 2008, 06:12:54 PM »
electromagnet?

Jubal

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The Indigo room
« Reply #10 on: July 10, 2008, 06:18:02 PM »
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?
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

comrade_general

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The Indigo room
« Reply #11 on: July 10, 2008, 06:32:18 PM »
its hard to get a picture of what this thing looks like in my  mind  :blink:

Private Clark

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The Indigo room
« Reply #12 on: July 10, 2008, 08:05:21 PM »
WTF?! An IRON chair against some wooden door? how the hll could i not break the thing down? :P

Jubal

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The Indigo room
« Reply #13 on: July 10, 2008, 09:05:01 PM »
Solid oak'd, bitch.
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comrade_general

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The Indigo room
« Reply #14 on: July 10, 2008, 11:27:15 PM »
ooo burn!

ok um, you eat through the door?