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Table of Contents
* Access Panel
* TV Game
* Video Poker
* Hostage Clues
* Fuse Box
* Lab Room Maze
* Mercury Puzzle
* Phone Game
* 4 x 4 Puzzle
* Intelligence Puzzle
* Code Word/Audio Scramble
* Grid Game
* Detonator
* 1-3-5-7 Switch Game
* Slider Puzzle
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Access Panel
20 points
Use a 3 x 3 magic square:
[Image]Access Panel
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TV Game
0 points
SIGHT
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Video Poker
Left: TOY
Center: LOCK
Right: DAME
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Hostage Clues
Bookcase: Elephant, Answering machine, Bird book
Keys: City key above plant, Bookshelf, Rebecca book
Bookcase: Duck, Airplane, Coffee table: Stamp book
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Fuse Box
One of many solutions:
1 3
4 8 5 7
6 2
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Lab Room Maze
110* 114
144* 142
163 141*
199 HMC*
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Mercury Puzzle
[Image]Mercury Puzzle
>: Set valve pointing right before blobs begin flowing
R: Select this valve direction for red blob
Y: Select this valve direction for yellow blob
B: Select this valve direction for blue blob
Note: Cannot do anything about yellow blob to upper-right selection valve
or blue blob to center selection valve, but strategy should account for
sufficient number of blobs to empty source containers before detonating
explosive.
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Phone Game
40 points
Average the integers, or find the missing integer-group rotation.
Use * to select digit, use * when finished.
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4 x 4 Puzzle
30 points
Use a 4 x 4 magic square:
[Image]4 x 4 Puzzle
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Intelligence Puzzle
30 points
PILOT STEER COW
STUFF PACK GROUP
CIVIL FAIR LIGHT
JOKE CRACK BREAK
PREY GAME SPORT
KITTY POT PAN
Note: Trying all letters will eventually force the correct answer.
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Code Word/Audio Scramble
60 points
Some code words: YAW, ROLL, PILOT, PITCH, GEAR, IMAGINE, JOYSTICK, FLIERS
Press number key 1-3 times to select letter from triplet, press * when
finished.
Audio: Put all colors outside ("MONUMENT"), then press ENGINE ENGAGE
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Grid Game
To move in a direction away from a wall, select a card having the wall
suit. For example, to move up must select a club. Follow directions given
by hostage. May not want to land on any previously-visited spot.
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Detonator
20 points
Code to enter is ACE
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1-3-5-7 Switch Game
80 points
In this game, you take turns with Justus turning on electrical switches
until only one is left off. The player who is left with the last off switch
loses. In each turn, each player can turn on one or more switches in any
one of four switch boxes.
It turns out that you can always force a win to this game since Justus
always goes first. No matter what Justus does, you can always alter the
arrangement he's left you so that ultimately he is left with the last off
switch.
The configuration of remaining off switches at the beginning of any turn
can be completely described by four numbers ordered from smallest to
largest. For example,
0224
indicates one switch box having no off switches remaining, two switch boxes
with two switches off in each, and one switch box with four switches off.
The strategy is not concerned with which boxes have these switches off,
only that the numbers of off switches are 0, 2, 2 and 4 in increasing
order. It is irrelevant whether the box with 4 off switches remaining has a
total of 7 switches, or 5.
Using this notation, the off-switch configurations range from 1357 (at the
beginning of Justus' first turn) to 0001 (game over for whoever's turn it
is), for a total of 142 different configurations.
For any configuration you are faced with at the beginning of your turn, you
need to turn switches on so that the configuration is converted into one
for Justus' next turn that ultimately will result in him losing. For
example, if you have configuration
0224
at the beginning of your turn, you can convert it to
0022
by throwing all remaining off switches in whichever box has the 4 off
switches. It's easy to see that 0022 is a losing configuration for Justus:
if he throws one switch to change the configuration to 0012, you will throw
both remaining off switches in one box; if he throws both switches in a box
to change the configuration to 0002, you need only throw one of the
remaining off switches. Either way, Justus is left with the final losing
configuration 0001.