On the Subject of Cerulean Mazes
What's crueler than being cruel? Ice cold!
- In order to escape the maze, travel from the starting point of one maze to the key and return to the start through the other.
- Initial Maze: If the parity of the numbers of batteries and ports equals the parity of the numbers of holders and plates, begin in maze 0, otherwise begin in maze 1.
- Start: (1st, 2nd) characters of serial number.
- Key: (3rd + 4th, 5th + 6th) characters of the serial number.
However if either component is greater than Z, replace it with the smaller of the two summands.
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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, at least ten spaces, away from the start.
- Press SUBMIT to safely trigger the trap.
Pressing RESET from this point will move the current location back to the submitted space.
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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 it around the opposite side.
- Repeat until the key's location is further than five spaces from the start.
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If the key is further than five spaces from the start:
- If the current location in the maze is five or fewer spaces from the key, the directional buttons move to an adjacent square.
- For every five spaces the current position is further from the key, the directional buttons move an extra space.
- Once the key is collected the same applies to the exit.
- A move is only considered legal if inputting the displayed hexadecimal digit into the logic statement on its destination space returns true.
- The current space does not change if an invalid move is attempted.
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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.
| 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | a | b | c | d | e | f |
A | False | False | False | False | False | False | False | False | True | True | True | True | True | True | True | True |
B | False | False | False | False | True | True | True | True | False | False | False | False | True | True | True | True |
C | False | False | True | True | False | False | True | True | False | False | True | True | False | False | True | True |
D | False | True | False | True | False | True | False | True | False | True | False | True | False | True | False | True |
X | Y | X AND Y | X OR Y | X XOR Y | X IMP Y | X NAND Y | X NOR Y | X XNOR Y | X NIMP Y |
False | False | False | False | False | True | True | True | True | False |
False | True | False | True | True | True | True | False | False | False |
True | False | False | True | True | False | True | False | False | True |
True | True | True | True | False | True | False | False | True | False |