Given, Andrea and I are recently started playing
Realms of Illusions (otherwise known as
Sentinel: Descendants in Time). Last night, we came across a puzzle in Tregett which had eight switches on four consoles that lit up a different series of twenty lights for each switch. Only one switch per console could be on and there were two columns of ten lights each. A quick calculation shows that this means that there are over 4000 possible combinations. We quickly figured out that each light had to have power from exactly three of the switches, so we started mapping out the light pattern, like this:
Switch 1 Switch 2 Switch 3
1 1 1 0 0 0
1 0 0 1 1 1
1 1 1 1 1 1
1 1 1 0 0 1
0 0 1 1 1 0
1 1 1 1 1 1
1 1 0 0 1 1
0 0 1 1 1 1
1 1 1 1 1 0
1 1 1 1 1 1
Where 1 means that the switch turned that light on, and 0 means off. We mapped out 10 of switches before we began thinking that there had to be a more elegant and deductive way of doing it, such as finding out which switches had power lines going to them (all of them, btw). Eventually we decided that our "brute force" method was going to be quicker than trying to find the "trick" to the puzzle, and proceeded to map out all the switches.
We then realized that that in choosing one light pattern from each switch that there could only be one 0 in any given position from the four switches and that if there were two 0s in a position, we could eliminate that possibility. We did this comparing the switch possibilities from consoles one and two and were able to eliminate three switches from console one, eliminating about 1500 possibilities from the decision tree. At this point, we had spent an hour on the puzzle without actually playing the game, so we checked with UHS and found out that the method we were doing
was the only way to do it. At that point, Given and Andrea concentrated on eliminating more paths and I searched for a quicker, more pattern-orientated way of solving it.
Andrea and Given were eventually able to eliminate ten switches altogether, five of which were from the first row. I had come up with multiple ways of pattern solving, but each time it turned out the designers had thought of each my workarounds and specifically designed the puzzle that it couldn't be solved except through extreme brute force. If, for example, the number of 0s for each switch were different, I could find all the different ways of getting twenty 0s, but each switch had exactly five 0s. If there were switches that didn't have a row of double zeroes, I could use that, but every switch had a double zero and every row had at least one double zero. I kept coming up with patterns, but none complete enough to do a solve.
Eventually, we were frustrated enough to just look up the answer. UHS was kind enough to give the switch locations one at a time, so after the getting the correct switch for the first one, we were able to solve the rest of the puzzle ourselves.
When Andrea read off the switch positions, however, it didn't work. After a few minutes of panic, she asked which one did she say for the second console. It was the wrong one, so correcting it gave us the working solution.
Ah, another sxdnex moment.
(And now you know why I've never actually finished a complete puzzle writeup!)
Labels: adventure game, Realms of Illusion, sxdnex, Wednesday