Possible: Difference between revisions

1 byte removed ,  28 November 2020
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It's "impossible", not "possible", that is completely symmetrical.
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m (It's "impossible", not "possible", that is completely symmetrical.)
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{{Distinguish|Impossible?}}
{{Distinguish|Impossible?}}


'''Possible''' is the 81st level in [[Chip's Challenge Level Pack 3]]. It was created by [[David Stolp]], who intended this level as part one of a two-part series that also included the ''truly'' impossible ''impossible'', made so by making ''Possible'' completely symmetrical. His ''impossible'' level is based on an impossible pencil-and-paper puzzle, in which you must draw a line that only moves vertically and horizontally through a 3x3 grid of nine junctions, and must pass through each square exactly twice. The ability to pass through one of the square three times, thanks to an extra [[recessed wall]], renders this puzzle actually solvable.
'''Possible''' is the 81st level in [[Chip's Challenge Level Pack 3]]. It was created by [[David Stolp]], who intended this level as part one of a two-part series that also included the ''truly'' impossible ''impossible'', made so by making ''Possible'' slightly asymmetrical. His ''impossible'' level is based on an impossible pencil-and-paper puzzle, in which you must draw a line that only moves vertically and horizontally through a 3x3 grid of nine junctions, and must pass through each square exactly twice. The ability to pass through one of the square three times, thanks to an extra [[recessed wall]], renders this puzzle actually solvable.


Move DRD 2R into junction 5, at the center, then turn right and further east to number 6, where the extra passage can be seen; after Chip passes over this recessed wall, he can step sideways off the [[force floor]] leading to it - a method that works in both rulesets. Pass through junction 3 (the first junction in a pair can be taken in either order), turn east at junction 2, and cycle back through again; repeat this sequence for junctions 1 and 4, then 7 and 8, and finally between 9 and 6. With one chip remaining, pass through the extra entrance out of junction 6 and then take the last chip from room 5, with an [[exit]] nearby.
Move DRD 2R into junction 5, at the center, then turn right and further east to number 6, where the extra passage can be seen; after Chip passes over this recessed wall, he can step sideways off the [[force floor]] leading to it - a method that works in both rulesets. Pass through junction 3 (the first junction in a pair can be taken in either order), turn east at junction 2, and cycle back through again; repeat this sequence for junctions 1 and 4, then 7 and 8, and finally between 9 and 6. With one chip remaining, pass through the extra entrance out of junction 6 and then take the last chip from room 5, with an [[exit]] nearby.
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