On the Subject of Spatiolocation

Open your eyes and feel the fabric of reality...

  • This module shows a black background with a spiraling animation. There are eight invisible buttons.
  • There are 6 arrows that are located in the module. 4 of them point at each cardinal direction, while the remaining 2 are larger arrows that point up and down.
  • Each of the arrows does the following movement:
    Right Pointing ArrowRotate 90° clockwise relative to original orientation in the Y plane (right)(LD+1)%4
    Left Pointing ArrowRotate 90° counterclockwise relative to original orientation in the Y plane (left)((LD-1)+4)%4
    Small Up Pointing ArrowRotate 90° clockwise relative to original orientation in the Z plane (up)(SD+1)%4
    Small Down Pointing ArrowRotate 90° counterclockwise relative to original orientation in the Z plane (down)((SD-1)+4)%4
    Large Up Pointing ArrowRotate 90° clockwise relative to original orientation in the W plane (ana)(FD+1)%4
    Large Down Pointing ArrowRotate 90° counterclockwise relative to original orientation in the W plane (cata)((FD-1)+4)%4
  • For each rotation, your orientation will be adjusted. The direction that you will be facing will be based on a 3-digit rotation number.
    • The original orientation number (000) will be adjusted based on the amount of rotations in each plane. The original orientation is represented in -X (Forward).
    • The first digit represents the amount of 90° clockwise movement performed in the W plane relative to your original orientation. This rotation must be applied first. Use the XW plane for the rotation.
    • The second digit represents the amount of 90° clockwise movement performed in the Z plane relative to your original orientation. This rotation must be applied second. Use the Z plane with its last corresponding direction from the previous step for the rotation.
    • The last digit represents the amount of 90° clockwise movement performed in the Y plane relative to your original orientation. This rotation must be applied last. Use the Y plane with its last corresponding direction from the previous step for the rotation.
  • Use the table below as a guide for clockwise rotations on each plane combination. If you reach the end of a rotation plane, go back to the beginning.
    -X, +Y, +X, -Y-X, -Z, +X, +Z-X, -W, +X, +W
    -Y, -Z, +Y, +Z-Y, -W, +Y, +W-Z, -W, +Z, +W
  • In the center, there are two half circles that have different functionalities.
    • The upper half-circle will move you one space in your given direction.
    • The lower half-circle is used to make a high-pitched noise.
      • The noise will bounce off of the object and come back to you.
      • The key will make a pingsound, the exit will make a dingsound, any walls will make a sonar wave-esquesound.
      • The noise takes one second to go one space forward. Once you press the button, the “timer” for the ping starts.
      • The maze has a key and an exit, both of which return distinct noises when a pitch is played in that direction.
      • To pick up the key, go to where it is and hold the lower half-circle button.
      • Once you have the key, simply go to where the hatch is and hold the lower half-circle button to unlock it and solve the module. Doing this without the key will result in a strike as well as doing it anywhere else. A strike will also be received if you try to pick up the key in the wrong place or walk into a wall.

Maze Specifications

  • The maze is a 3×3×3×3, with the outer edges of the maze being covered completely by walls.
  • The walls key, and exit location are completely randomized.
  • You are also randomly rotated at the beginning. So while you cannot 100% determine your current rotation, the guide above will be useful for estimating your orientation.
  • You, the key and the exit are always in the center of a square, thus the key and the exit will only make sounds an integer number of seconds after you make a sound. Walls on the other hand are on the edge of squares, and thus will be played half a second more than an integer number of seconds.