On the Optimization of Cerulean Mazes
Huh? How's that? Cyan! Cerulean! Lapis Lazuli! Celadon! Cobalt!
Escape the maze by traveling from the starting point of one maze to the key and returning to the start through the other.
- Initial Maze: Sum the number of batteries, ports, plates, and holders, and modulo this by 2. This is the maze you begin in.
- Coordinates are formatted as (row, col), and in base-36.
- Start: (1st, 2nd) characters of serial number.
- Key: (3rd + 4th, 5th + 6th) characters of the serial number.
However if the sum of the values being added is greater than Z (in base-36, 35 in decimal), replace it with the smaller being added.
Distance is referred as the Manhattan distance, the sum of horizontal and vertical spaces between two locations.
If the key is at the start:
- The exit is already unlocked, but it's a trap! Move one space at a time to a safe distance, until the distance between the current location and the start is at least ten spaces.
- Press SUBMIT to safely trigger the trap.
Pressing RESET from this point will move the current location back to the submitted space. This takes priority over all other cases.
If the key is five or fewer spaces from the start:
- The key is an illusion, the true location is twice as far from the start as it appears to be.
- If the true location appears to be outside of the maze, wrap the true key location around the opposite side.
- Repeat until the key's location is further than five spaces from the start.
Once/If the key is further than five spaces from the start:
- The directional buttons move the current space (n / 5) spaces in that direction, rounding up, where n is the distance between the key. (6 spaces away, 2 spaces when moving) A minimum of 1 space is enforced.
- Once the key is collected the same applies to the exit.
A move is only considered legal if inputting the displayed hexadecimal digit is contained within the destination space. If the destination space is out of bounds, its move is never valid.
The current space does not change if an invalid move is attempted.
The STUCK button may only be pressed if there are no legal moves:
- A STUCK move travels to the adjacent space in the direction that reduces the greatest distance to the key/exit.
- If there is a tie between perpendicular directions, move one space in both directions.
Press SUBMIT on the space occupied by the key to collect it and press it again at the starting point to exit the maze, disarming the module.
Press RESET before collecting the key to return to the start, and after collecting the key to return to the key space.