An Escalating Problem: Difference between revisions

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Created page with "{{Stub}}{{Infobox TTP1 Puzzle |area=A3 |land=Land of Ruins |reward={{Sigil|Red|L|link=Sigil#Red}} }}'''An Escalating Problem''' is a puzzle in World A3 of The Talos Principle. == Puzzle Elements == {{Puzzle Element List}} == Overview == == Hints == == Solution == Category:TTP1 Puzzles Category:Puzzles Category:TTP1"
 
Added Puzzle Elements, Overview, Hints, and a Solution. Removed Stub status.
 
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{{Stub}}{{Infobox TTP1 Puzzle
{{Infobox TTP1 Puzzle
|area=[[A3]]
|area=[[A3]]
|land=[[Land of Ruins]]
|land=[[Land of Ruins]]
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}}'''An Escalating Problem''' is a puzzle in World A3 of [[The Talos Principle]].
}}'''An Escalating Problem''' is a puzzle in World A3 of [[The Talos Principle]].


== Puzzle Elements ==
== Puzzle elements ==
{{Puzzle Element List}}
{{Puzzle Element List|Blue door=true|Guard=true|Jammer=true|Ladder=true|Turret=true}}


== Overview ==
== Overview ==
This puzzle offers the player a Messenger board. A Guard bounces between two Blue doors, one of which leads to an empty room. The other leads to the rest of the puzzle. On a ledge along the Guard's path is a Jammer. The rest of the puzzle has a locked door leading to a Blue door and a Turret guarding the Sigil, as well as another Blue door leading to two rings of fences, each of which has a Guard circling it and an opening leading in and out of the ring. At the center of these rings is a set of Keys.


== Hints ==
== Hints ==
Hints given are sequenced in order of ascending bluntness (as you proceed from the top down, the hints become more and more obvious).
{{Spoiler|2=hint|It's very difficult to start this puzzle without a Jammer.}}{{Spoiler|2=hint|What goes down, must come back up.}}{{Spoiler|2=hint|You can pick up the Jammer from the ledge both ways.}}{{Spoiler|2=hint|You do not always need to jam a Guard to get past it.}}{{Spoiler|2=hint|What happens when a Guard meets a Turret?}}


== Solution ==
== Solution ==
 
{{Spoiler|2=solution|Pick up the Jammer from the ledge, and use it to jam the Blue door, placing it close to the ledge. Either lock the Guard behind the Blue door by the entrance or dodge it for the rest of the puzzle. Go through the Blue door leading into the puzzle and around to the top of the ledge. Pick up the jammer, and use it to jam the Blue door leading towards the Keys. Dodge these two Guards (there is one per ring, and you can simply circle the ring faster than them) and get the Keys, then escape. Unlock the locked door, and use your Jammer to open the path for the original Guard to go through it. Jam the final Blue door leading to the Sigil and allow the Guard to destroy the Turret. Take the Sigil.}}
[[Category:TTP1 Puzzles]]
[[Category:TTP1 Puzzles]]
[[Category:Puzzles]]
[[Category:Puzzles]]
[[Category:TTP1]]
[[Category:TTP1]]

Latest revision as of 20:08, 9 December 2023

An Escalating Problem
Area: A3
Land: Land of Ruins
Reward:

An Escalating Problem is a puzzle in World A3 of The Talos Principle.

Puzzle elements


Overview

This puzzle offers the player a Messenger board. A Guard bounces between two Blue doors, one of which leads to an empty room. The other leads to the rest of the puzzle. On a ledge along the Guard's path is a Jammer. The rest of the puzzle has a locked door leading to a Blue door and a Turret guarding the Sigil, as well as another Blue door leading to two rings of fences, each of which has a Guard circling it and an opening leading in and out of the ring. At the center of these rings is a set of Keys.

Hints

Hints given are sequenced in order of ascending bluntness (as you proceed from the top down, the hints become more and more obvious).

[ hint ]
It's very difficult to start this puzzle without a Jammer.
[ hint ]
What goes down, must come back up.
[ hint ]
You can pick up the Jammer from the ledge both ways.
[ hint ]
You do not always need to jam a Guard to get past it.
[ hint ]
What happens when a Guard meets a Turret?

Solution

[ solution ]
Pick up the Jammer from the ledge, and use it to jam the Blue door, placing it close to the ledge. Either lock the Guard behind the Blue door by the entrance or dodge it for the rest of the puzzle. Go through the Blue door leading into the puzzle and around to the top of the ledge. Pick up the jammer, and use it to jam the Blue door leading towards the Keys. Dodge these two Guards (there is one per ring, and you can simply circle the ring faster than them) and get the Keys, then escape. Unlock the locked door, and use your Jammer to open the path for the original Guard to go through it. Jam the final Blue door leading to the Sigil and allow the Guard to destroy the Turret. Take the Sigil.