I'm reposting my guide in a more-complete form, since I've made so many edits to it... It is an optimization of TOSO's guide, from here:
viewtopic.php?p=775264#p775264 - where I replaced "step 5" with a different way to do the same thing (that requires a lot less writing). It requires a bit more setup work and thinking, but it should cut down the time necessary by about half (more if you're really fast at the optimization step). Since this step of the plot takes hours or
days, I hope this'll be worth it.
In other words, this makes things harder, but it's a lot faster if you get good at it. Please don't give up if you find this too hard or not faster, though - a lot of people have used the more-straightforward way with success.
(To be exact, the optimization replaces 5 brute force attempts with one math problem. If you can do the problem faster than the 5 attempts, this'll be faster for you, and a lot less mind-numbing.)
IntroThis guide will be most helpful on the 2-modifier and 3-modifier puzzles. It helps if you have some comfort with
modular arithmetic, but I'll show you how to do the things that need it.
The puzzle presents you a key, a target, and three "modifiers" to get from the key to the target. The symbols stand for numbers, and each
column is added up, independently (literally, adding!). The symbols wrap around if the numbers are too big. You need to find the modifiers such that the key plus all the modifiers gives you the target.
Key + Modifier 1 + Modifier 2 (+ Modifier 3) = Target mod n
"mod n" means modulo (a quick way of saying "it wraps around after n symbols").
For the curious who know a bit about modular math, currently (February 10), these symbols have these values. These work for all of the levels (1-mod up to 3-mod with O)... If the values change in the future, everyones' reference tables will need to be reconstructed, starting from here. (Also, see note in small print near the end of the post for how to recover the values again.)
X = 1 mod n
V = 2 mod n
C = 3 mod n
8 = 4 mod n
P = 5 mod n (this symbol is also known as mushroom)
Z = 6 mod n (if necessary)
O = 7 mod n (if necessary)
...where n is the number of symbols.
- 2-mod puzzles have 5 different symbols
- 3-mod puzzles (without O) have 6 symbols
- 3-mod puzzles (with O) have 7 symbolsActual procedure (for each single puzzle):
Before starting brute force:
1. Note the desired symbol in the first position of your Target and the first position of your Key. I strongly suggest using the first symbols. (Some weird behavior has been encountered with the last column. I presume this is to throw off old calculator programs when the values got changed.)
2. Take a look at
http://www.neopets.com/~KyootestLenny, and note all of the combinations of modifiers which would produce your desired symbol. This is your list of
possible first-symbol modifier combinations.
3. Make a table with each combination of two symbols (XX, XV, XC...) and write down all the modifiers that begin with each of the two symbols.
Also count how many modifiers start with X, V, etc. (You can just look at your own table for this.)
I suggest something like this:
Code:
XX: 26 |VX: 2 |CX:
XV: |VV: 16,18 |CV:
XC: 1, 29 |VC: |CC: .... and so on ....
X8: 8, 12 |V8: |C8:
XP: 23 |VP: 28 |CP:11,15,19,27
XZ: |VZ: 21 |CZ: 3,14
X's: 6 |V's: 5 |C's: 6
4. Find the symbol-to-number table that you're on, and write it somewhere handy. These change between every tier of puzzles (2-mod, 3-mod without O, and 3-mod with O), so don't accidentally use the wrong one!
These are tables correct as of right now (February 10), but might change if TNT changes the values of the symbols.
2-mod:
Code:
...-5 -4 -3 -2 -1 0 1 2 3 4 5 ...
... P X V C 8 P X V C 8 P ...
3-mod without O:
Code:
...-6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 ...
... Z X V C 8 P Z X V C 8 P Z ...
3-mod with O:
Code:
...-7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 ...
... O X V C 8 P Z O X V C 8 P Z O ...
Why do these look like this? Okay, let's take an example:
Code:
...-6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 ...
... Z X V C 8 P Z X V C 8 P Z ...
Starting at some symbol, adding another symbol means this:
"adding Z means stay put (0)"
"adding X means go right one space (+1), or go left five spaces (-5)" (whichever is most convenient)
"adding P means go right five spaces (+5), or go left one space (-1)" (whichever is most convenient)
etc.
Try it: "X + V" means "start on any X, then go right two spaces, or left four spaces". The answer you get should be C.
For the optimization, you'll encounter this sort of thing a lot:
V + X + 8 + ____ = P mod 6
You can find the blank like this:
V: Put your finger at 2
X: Go right one space (now on 3)
8: Go left two spaces (now on 1)
___: How many spaces do I need to go right in order to reach the P? Answer: 4, symbol "8"
...or like this...
V: Put your finger at -4
X: Go right one space (now on -3)
8: Go left two spaces (now on -5)
___: How many spaces do I need to go right in order to reach the P? Answer: 4, symbol "8"
It doesn't matter which moves you choose.
You'll want to get fairly quick at this.
Brute-force Loop:
Yes, this brute-force part is still tedious. I'm very sorry.
1. Look at your list of
possible first-symbol modifier combinations. Also take out your table, and look at your counts of modifiers beginning with X, C, V... Take the first combination, and circle the symbols for which you have the
least modifiers.
For example, you're on 3 modifiers and need X, C, V in the first column. You have tons of modifiers beginning with V. Circle X and C, and leave V for later...
2.
If on 2-modifier: Place down the one modifier beginning with your circled symbol. You'll have to try every modifier that begins with this symbol.
If on 3-modifier: Place down one modifier of the first circled symbol and one of the second. You'll need to try every combination of first
two modifiers.
In the example, I would plop down the first modifier that starts with X, and the first one that starts with C.
3. Leave the last modifier blank. Remember what symbol you want at the start of your last modifier - this is the uncircled letter. (In the example, I would remember that I want my last modifier to start with "V".)
4. Here's the optimization: Now we find what your last modifier's *second* symbol should be, based on T and the other two modifiers. You'll want to get fairly fast at this step.
Now look at the second column.
With the third modifier missing on 3-mod, the problem looks something like this:
V + X + C + ____ = X mod 6
To be more general, it looks like: Key[2] + Modifier1[2] + Modifier2[2] + __Modifier3[2]__ = Target[2] mod n(For 2-mod, there is just one less symbol on the left side.)
I explained how to solve this sort of thing before, copied below for your convenience.
Quote:
You can solve the example like this:
V: Start at 2
X: Go right one space (now on 3)
C: Go left three spaces (now on 0)
___: How many spaces do I need to go right in order to reach the P? Answer: 1, symbol X
...or like this...
V: Start at -4
X: Go right one space (now on -3)
C: Go left three spaces (now on -6)
___: How many spaces do I need to go right in order to reach the P? Answer: 1, symbol X
It doesn't matter which moves you choose.
If you'd rather do the 'pure' math:
Convert the second symbol of your target into its number, and do the same for your key. Subtract the key from the target, modulo n. Write this number down, which will be called T below. (T = (Target[symbol 2] - Key[symbol 2]) mod n)
Convert the second symbol of modifier 1 and modifier 2 to numbers, and find:
For 3-mod: Modifier3[2] = T - Modifier1[2] - Modifier2[2] mod n
For 2-mod: Modifier2[2] = T - Modifier1[2] mod n5. Now you can choose your last modifier based off its first *two* symbols (the uncircled number, and then the one you just calculated). Look up the first two symbols in your table, and find the modifier numbers. Try every modifier listed that starts with both of your desired symbols, in the correct order. (If there aren't any modifiers that fit, you're done with this step.)
6. For 3-mod only: Once you've run out of third modifiers, go back and select a different second modifier with the same second circled letter. Then go to step 3.
7.
(for all) Once you run out of second modifiers, go back and select a different first modifier that starts with your first circled letter. (If you're on 3-mod, now select the first Modifier 2 that fits your second circled letter.)
Then go back to step 3.
8. If you run out of combinations of first and second modifiers that start with the two circled letters, cross off that entry on your list of
possible first-symbol modifier combinations. Go to the next entry on that list, and go back to step 1.
9. If you're on this step, something is wrong.
You must have missed the correct combination.
This should still often narrow your choices down for your last modifier to just one (and often none - you've already ruled them all out). If you can do this math quickly, it should be much much faster than trying all the possibilities based off just the first symbol (five or so each).
(It is indeed possible to match on the last three symbols, instead of just the last two. But with two symbols, you'll already encounter situations where you have no matches - with three symbols, it becomes so rare to match all of them that it's probably faster to just match on two.)
*
NOTE if the values change:
I figured these values out by mostly guess-and-check with a reference table on 2-mod, though 1-mod might be easier to start with. The symbols, if you have the correct behind-the-scenes values and not just equivalently-behaving values (see below), retain their (positive, non-zero) values going up from one type of puzzle to the next. So for 2-mod, P === 5 mod 5 (note: NOT 0 mod 5), which becomes P === 5 mod 6 with 3-modifier puzzles (note: NOT 0 mod 6). If these values change, you'll probably need to figure the values out starting with 2-mod or 1-mod, because I found it very hard to discover the values starting cold with 3-mod (before checking on my everything-retains-their-values hunch).
Note that you could accidentally swap some of the symbol values around and not be able to tell until you moved on to the next type of puzzle. For example, you can solve all the 2-modifier puzzles with everything negative by accident (X === (-1 mod 5) === (4 mod 5) instead of (1 mod 5), V === (-2 mod 5) === (3 mod 5) instead of (2 mod 5), and so on.). This is okay, because modular addition and subtraction behave the same regardless. But then your values for each symbol will seem to be wrong when you go to the 3-mods -- so you have to negate (mod n) all your values first.
For example, say the 2-modifier symbols don't seem to retain their values when going to mod-3. Then try making all the 2-modifier values their negative.
For example, if you have X === (4 mod 5), do this:
X === (4 mod 5) === (-1 mod 5), so instead, try X === (1 mod 5). (Do the same for V, C, and "8")
Figuring out these properties was the most time-consuming part of the puzzle for me so far, but I hope other people will benefit. [edit] Broke some instructions up into methods A and B.
[edit2] Fixed the screwed-up example
[edit3] Removed more math...