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Traps Wanted : Originals clever traps
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<blockquote data-quote="reanjr" data-source="post: 1896172" data-attributes="member: 20740"><p>This one kind of constitutes a trap and puzzle. Inspired by Metroid Prime 2.</p><p></p><p>There's a short tale of a wandering king on the wall. It describes how he first wandered towards the the sun, then away. It then describes what happened to him on each successive day of travel. Each day a single number is included in the description. For instance "On the third day, Khiet came upon the six bandits and slew them in vengeance." The clue in this line is the six.</p><p></p><p>On the opposite wall is a picture of the sun going over the planet, with the sun on the right, and the moons on the left. Below this is four rows of four symbols each. At the corners between the symbols (the o's below), there is a dial that can be turned to rotate the adjacent four symbols. These dials are numbered in an ancient tongue that could be read with comprehend languages. There are only four different symbols, but they are jumbled amongst the sixteen spots.</p><p></p><p>When anyone attempts to open the exit door (the place the players need to go), the entrance door (the escape) closes, and a mechanism starts that will either move the ceiling to the floor, flood the rooms, etc. Anything that will slay the entire party will work.</p><p></p><p>The clues tell you that you should turn the dials, first clockwise (towards the sun), then counterclockwise (away from the sun) alternating. The numbers in the other clues tell you which onces to do, in which order.</p><p></p><p>So if the numbers were 2,4,6,8,3,6,9 you would turn the number two dial clockwise once, then the number 4 dial counterclockwise, then 6 clockwise, etc. Once all this is done, all the symbols will line up, releasing the lock mechanism on the exit door, the entrance door, and resetting or stopping the trap (I usually vote for only stopping as primitive traps such as this can pretty much only be accomplished through gravity release switches, and so would have to be manually reset).</p><p></p><p>Using the above numbers, the following would be the initial setting on the puzzle:</p><p></p><p>[CODE]</p><p>A A C B</p><p> o o o</p><p>C A B B</p><p> o o o</p><p>D B A C</p><p> o o o</p><p>D C D D</p><p>[/CODE]</p><p></p><p>After the first step (rotate the 2 clockwise), it would look like this:</p><p></p><p>[CODE]</p><p>A A A B</p><p> o o o</p><p>C B C B</p><p> o o o</p><p>D B A C</p><p> o o o</p><p>D C D D</p><p>[/CODE]</p><p></p><p>Give them a reasonable amount of time (maybe 10 minutes in all to read the clues, interpret them, and apply them). In addition, I also place a key on the left hand side, going from A at the top to D at the bottom. That way, they can treat it like a logic puzzle instead, if that suits them better. For those good at that sort of thing, it would actually be a whole lot quicker than reading the clues. And if the clues are foreign, they might never even read them.</p><p></p><p>What do you think?</p></blockquote><p></p>
[QUOTE="reanjr, post: 1896172, member: 20740"] This one kind of constitutes a trap and puzzle. Inspired by Metroid Prime 2. There's a short tale of a wandering king on the wall. It describes how he first wandered towards the the sun, then away. It then describes what happened to him on each successive day of travel. Each day a single number is included in the description. For instance "On the third day, Khiet came upon the six bandits and slew them in vengeance." The clue in this line is the six. On the opposite wall is a picture of the sun going over the planet, with the sun on the right, and the moons on the left. Below this is four rows of four symbols each. At the corners between the symbols (the o's below), there is a dial that can be turned to rotate the adjacent four symbols. These dials are numbered in an ancient tongue that could be read with comprehend languages. There are only four different symbols, but they are jumbled amongst the sixteen spots. When anyone attempts to open the exit door (the place the players need to go), the entrance door (the escape) closes, and a mechanism starts that will either move the ceiling to the floor, flood the rooms, etc. Anything that will slay the entire party will work. The clues tell you that you should turn the dials, first clockwise (towards the sun), then counterclockwise (away from the sun) alternating. The numbers in the other clues tell you which onces to do, in which order. So if the numbers were 2,4,6,8,3,6,9 you would turn the number two dial clockwise once, then the number 4 dial counterclockwise, then 6 clockwise, etc. Once all this is done, all the symbols will line up, releasing the lock mechanism on the exit door, the entrance door, and resetting or stopping the trap (I usually vote for only stopping as primitive traps such as this can pretty much only be accomplished through gravity release switches, and so would have to be manually reset). Using the above numbers, the following would be the initial setting on the puzzle: [CODE] A A C B o o o C A B B o o o D B A C o o o D C D D [/CODE] After the first step (rotate the 2 clockwise), it would look like this: [CODE] A A A B o o o C B C B o o o D B A C o o o D C D D [/CODE] Give them a reasonable amount of time (maybe 10 minutes in all to read the clues, interpret them, and apply them). In addition, I also place a key on the left hand side, going from A at the top to D at the bottom. That way, they can treat it like a logic puzzle instead, if that suits them better. For those good at that sort of thing, it would actually be a whole lot quicker than reading the clues. And if the clues are foreign, they might never even read them. What do you think? [/QUOTE]
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