22852nd poster gets a cookie (cookie thread (Part 7)) (Part 10)

yes

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Solomon treated by Dr. Robin. Two ways forward: Deeper into the mine straight ahead (up), or go through wooden wall and door to a bit to the right (up to the right). [Dane, Oliver, Sir Tom, Branwen] scouted to the right. Guildsmen made firing line in case of enemy attack. Eliza and Cassandra talking about something.

Right-side had alcove that had a collapsed connection to deeper straight up. Had Stiorra’s trail ā€œdeeper inā€. ((…deeper in a mine, which is apparently very big.)) ā€œPlace is strangeā€ :expressionless:

Branwen injured arm, treated a bit later. Bandages already around two-thirds from original supply. [Up: Fork, left and up. Divide and conquer.] ((I’m uneasy about it… but narratively it makes sense, and realistically it’s not the worst option. Though I am concerned about lack of healer-roles…))

Up: Dane, Lucien, Gwen, Branwen, Bracken, Nathaniel, Vaan, Eliza, Oliver, Maxwell, Cassandra.

Left: Solomon, Adjudicator, Sir Tom, Dominguez, Casimir, Carmine, Cassandre, Jocelyn, Rue, Dr. Robin, Daisy, Lilithy, Allison, Joshua, Roland.

Talk with Adjudicator in private. He sent Thorne letter for reinforcements and one more letter of unknown content. Adjudicator wanted guild to have full control. Suddenly, cave-in. Adjudicator dead!? WTF!? ((Has to be scripted event. He pushed Solomon away from the cave-in though.)) Looted body, found adjudicator badge. ((Why no loot sword?))

Proceed with current path. Left path had steep drop and few planks / beams. Traverseable if moving slowly, may or may not have to drop armors. Sir Tom and Roland scouting ahead. ((…fallen support beams makes it seem like this is some parkour place.))

Guildsmen watch rear in case of further cave-in. Armor need not be dropped. Crossing: Sir Tom, Roland, Daisy, Joshua, Dr. Robin, Allison, Cassandre, Jocelyn, Rue, Lilithy, Casimir, Dominguez, Carmine, Solomon. Nothing amiss.

Ahead getting narrower. Jocelyn wanted to become doctor. Section of support to the right half-collapsed. Nothing amiss. Another drop-off. ((Eh. Seems stable enough.)) In-flavor, one of the boards are weaker than others. Nothing amiss.

One dreadwalkers spawned from the rear. ((Oh yeah, they spawn from the ground… That, or the adjudicator’s corpse.)) Going up planks, first by walking then by climbing. More dreadwalkers. Rue fell off a level, but issue was handled well.

DM pause, Solomon’s leg grabbed whilst climbing, [rolling], SAVE. Everyone jumped a ledge. Climbed more, whilst being attacked by horde. Climbing ropes. Uh… wood to the right, but was there a deadend on the left? Moving to the right.

Jocelyn got slashed in her face. Dominguez fell to the ground. Deep slash, leg. Dr. Robin stopped bleeding. Dominguez still would need help moving around.

WHO TF PUT UP SQUID GAMES WOODEN PLATFORMING IN THE MINES!?

At least first platform dropped ((unless both first platforms are bad)), and side walls exist. Daisy’s halberd used as anchor: If platform fails, cling onto halberd that’s dug into the walls. Platform can hold up to two people (armor included).

Dang. They even got false sense of security. ((Wait, so DMs can choose which platforms fall?)) ((Wait, Allison is here!?))

JAMES FELL. Ankle hurt. Fall high (10ft ish?), but not lethal. Able to climb back to starting point. Roland threw halberd at dreadwalker to buy some time. Rue armed with pickaxe. Dreadwalkers coming from rear. Allison/Lilithy fell. Rue fell. ((Somehow not or less injured than Roland. At least not chased by dreadwalkers.))

All made it across. Solomon shot off last few platforms so dreadwalkers could not follow. Taking a momentary respite. Guildsmen invis during break time → floating weapons. :joy_cookie:

They’re rate-limiting my liking.
1984.

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Literally

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Fermi Question of the Day: ā€œHow many aircraft takeoffs and landings did Singapore’s Changi Airport handle in 2024?ā€

:arrow_up::arrow_down::white_check_mark:

I solved the daily Clues by Sam (Oct 12th 2025) in less than 9 minutes
:green_square::green_square::green_square::green_square:
:green_square::green_square::green_square::green_square:
:yellow_square::green_square::green_square::green_square:
:green_square::green_square::green_square::green_square:
:green_square::green_square::green_square::green_square:

I solved the daily Clues by Sam (Oct 12th 2025) in less than 13 minutes
:green_square::green_square::green_square::green_square:
:green_square::green_square::yellow_square::green_square:
:green_square::green_square::green_square::green_square:
:green_square::green_square::yellow_square::green_square:
:green_square::green_square::green_square::green_square:

Spoilers

Mildly annoyed about the Rose one being counted as not enough info given that Gabe’s info outright says that not all the clowns are innocent.

maybe its partly ai generated?

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I could see that.

Actually, no, I think they have to be at least somewhat human-made to guarantee a unique solution?
Especially since they seem to take the puzzles and work backwards.

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more spoilers

I think you’re supposed to parse Gabe’s text as ~flavor and not as a ~clue. technically it’s logically possible for him to say it even if all clowns are innocent

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Summary

the Clues are all phrased in a Clue-y way

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Summary

It doesn’t say that…
It’s just a random comment from the farmer.
It’s really misleading, but it is diferrent than a solve helping statement.
(it would clearly say not all clown are innocent, but it doesn’t say it that way. (like about the cops in the tutorial.))
Nothing from Gabe is suggesting that any of the clowns has to be criminals.
(he likes innocent clowns → it doesn’t mean there has to be criminal clowns… (he might just like all of the clowns.)

Also, once you figure out, Gabe is innocent, you already should know that Gabe and Isaac can’t be both innocent…

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Rue hallucinating? Vision went blank for a moment, then triple vision. Perhaps lack of oxygen. ((Or, fumes.)) Monster groan from ravine. Presumably big guy, boss monster, maybe even adjudicator. More people hallucinating, sulfur! Shooting no more.

Light no more. ADVANCED DARKNESS. Walk in darkness. Big maze. Dreadwalkers inactive. Careful movements as to not ā€œwake them upā€. Reached part with less gas. Dreadwalkers following, but not attacking. Heard gunshot from afar. Reached point where DM advise to wait for other group to reconvene.

Dreadwalkers getting active. Dane’s group fighting big dreadwalker. Solomon’s group has high ground, had to drop down and get caught by group under to reconnect. Dane’s group lost Nathaniel to the depths; their side had waters with monster inside. Daisy armed pickaxe after James halberd lost at squid games pit.

these two statements don’t contradict each-other

They don’t, but I don’t feel like an AI designs the puzzle in that way unless it’s specifically been designed to do so, and that seems like more work than just writing it by hand.
Like, I feel like the puzzle designers started from the two tricky parts and worked outwards from there, adding clues to the previous sections as necessary. You don’t get that kind of design without clear intention, and it’s hard to see an AI do that without a good bit of human involvement.