Instruction For Navigating Code Blue
Pseudoname: Sickening Maze
Code Blue has the following characteristics:
- Object Classification: Tesseractic Maze
- Universal Coordinate Layout: (w,z,x,y)
- 4th Dimension (Timeline): w
- 3th Dimension (Floor): z
- 2nd Dimension (Column): x
- 1st Dimension (Row): y
- Unit Size: {3,3,3,3}
The Multidemensional Directional Movement
With the given instrument that is provided, the initial layout will show different interactable directional arrows. The purpose of the arrows is to travel a single unit in a given dimension. The arrow directions have been provided in a two-dimensional manner to make use of the more intuitive nature of your knowledge of directions. These are the following movements that will be performed for each associated arrow:
Direction | Arrow Equivalence | Coordinate Equivalence |
Left [L] | Inner most left pointing arrow | y-1 |
Right [R] | Inner most right pointing arrow | y+1 |
Up [U] | Inner most up pointing arrow | x-1 |
Down [D] | Inner most down pointing arrow | x+1 |
Top [T] | Outer most up pointing arrow | z-1 |
Bottom [B] | Outer most down pointing arrow | z+1 |
Future [F] | Outer most left pointing arrow | w-1 |
Past [P] | Outer most right pointing arrow | w+1 |
When an arrow is pressed, the construct will move towards that direction by one unit. If a barrier is interacted when the movement occurs, the construct’s movement will be halted and a dimensional ripple will occur. It may lead to unintended effects outside your location.
The Key Checker
With the given instrument that is provided, the interactable button located at the center will allow you to check if a certain coordinate has a key, as long as the construct’s (w,z,x,y) coordinate is not (0,0,0,0).
- If there is a key located at the given location, the key will be automatically gathered and stored inside the construct’s inventory.
- If a key has already been gathered at the given location, the device will automatically stop the process.
- If there is no key located at the given location, a dimensional ripple will occur. It may lead to unintended effects outside your location.
Object Display | Interpreation |
9 | Unknown State |
B | Key Collected |
A | Key Already Collected |
E | No Key Available |
There is a special condition that will be checked if the construct’s (w,z,x,y) coordinate is equal to (2,2,2,2).
- If all the keys have been gathered, the object will eject the construct. This will hopefully correct your dimensional alignment so that you can return to your regular initial dimensional placement.
- If that is not the case, the placement will retain the functionality of other coordinates, which will always cause a dimensional ripple.
The Construct Positional Resetter
This will be the functionality of the top left button of the device if the construct’s (w,z,x,y) coordinate is not (0,0,0,0).
The construct will perform a shift in movement that will reset the construct’s coordinates to (0,0,0,0). The duration of the movement will last for 30 units of time, increasing by an additional 30 units for each key stored inside the construct.
The Graphical Layout Viewer
This will be the functionality of the top left button of the device if the construct’s (w,z,x,y) coordinate is (0,0,0,0).
Interacting with the button while on the given coordinates will allow you to toggle between The Graphical Layout Viewer and The Multidemensional Directional Movement.
The layout will show a 3-by-3 grid of a certain subsection of the object. There are also two buttons below that show what subsection you are currently viewing. These are the functionalities of the buttons (in reading order):
- 1st Button (Timeline Viewer): Reveals the 4th-dimensional coordinate that is being accessed.
- 2nd Button (Floor Viewer): Reveals the 3rd-dimensional coordinate that is being accessed.
| Coordinate Value |
| 0 | 1 | 2 |
Timeline | A | B | C |
Floor | a | b | c |
Toggling the buttons will change the subsection that will be shown on the layout. In total, there are 9 different grids that can be viewed by toggling the buttons.
There are two kinds of symbols that can be shown by the grid. This will indicate the location of the keys on the object. In total, there are 3 keys needed that are inside the object. Here are the following symbols that can be shown on the grid:
Key Availability |
True | False |
@ | 8 |
On each coordinate on the grid, there will be a certain color that will be shown. These colors will be used in Maze Generation: Origin Shift when creating the maze layout of the object. These are the following functionalities of each color:
Color | Direction Equivalence | Coordinate Equivalence |
8 | Up | x-1 |
8 | Down | x+1 |
8 | Left | y-1 |
8 | Right | y+1 |
8 | Top | z-1 |
8 | Bottom | z+1 |
8 | Future | w-1 |
8 | Past | w+1 |
8 | - | - |
Maze Generation: Origin Shift
- To start, create a grid of 3x3x3x3 cells. Each cell will contain a barrier in each direction.
- For each cell coordinate, perform the following:
- Remove the corresponding barrier of this cell (the origin) and its adjacent cell so that the two cells can have a pathway between each other. The adjacent cell is based on the origin cell’s Direction Equivalence.
- If a cell has a color assignment with no Direction Equivalence, no adjustment will be needed on the given cell.