Suicide Mission: Difference between revisions

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Created page with "{{Stub}}{{Infobox TTP1 Puzzle |area=A2 |land=Land of Ruins |reward={{Sigil|Yellow|L|link=Sigil#Yellow}} }}'''Suicide Mission''' is a puzzle in World A2 of The Talos Principle. == Puzzle Elements == {{Puzzle Element List}} == Overview == == Hints == == Solution == Category:TTP1 Puzzles Category:Puzzles Category:TTP1"
 
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Added Puzzle Elements, Overview, five Hints, and a Solution. Removed Stub status.
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{{Stub}}{{Infobox TTP1 Puzzle
{{Infobox TTP1 Puzzle
|area=[[A2]]
|area=[[A2]]
|land=[[Land of Ruins]]
|land=[[Land of Ruins]]
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== Puzzle Elements ==
== Puzzle Elements ==
{{Puzzle Element List}}
{{Puzzle Element List|Blue door=true|Guard=true|Jammer=true|Switch=true|Turret=true}}


== Overview ==
== Overview ==
This puzzle offers the player a Jammer. An inactive Turret stares down a choke point with a Switch, a Blue door, and a Guard (which is bouncing between a fence and the Blue barrier), in that order. The switch is attached to the Turret, and the Sigil is beyond the Guard, down a winding hallway.


== 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|Why is there a Turret in this puzzle, if it starts inactive?}}{{Spoiler|2=hint|What happens if a Turret and a Guard meet?}}{{Spoiler|2=hint|How can you survive and activate the Turret?}}{{Spoiler|2=hint|There is no such thing as a double negative in The Talos Principle.}}{{Spoiler|2=hint|You can jam something that is not active.}}


== Solution ==
== Solution ==
 
{{Spoiler|2=solution|Jam the Turret, then flip the Switch. Jam the Blue door and allow the Guard to make its way to the Turret. Run through and take the Sigil.}}
[[Category:TTP1 Puzzles]]
[[Category:TTP1 Puzzles]]
[[Category:Puzzles]]
[[Category:Puzzles]]
[[Category:TTP1]]
[[Category:TTP1]]

Revision as of 19:57, 8 December 2023

Suicide Mission
Area: A2
Land: Land of Ruins
Reward:

Suicide Mission is a puzzle in World A2 of The Talos Principle.

Puzzle Elements


Overview

This puzzle offers the player a Jammer. An inactive Turret stares down a choke point with a Switch, a Blue door, and a Guard (which is bouncing between a fence and the Blue barrier), in that order. The switch is attached to the Turret, and the Sigil is beyond the Guard, down a winding hallway.

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 ]
Why is there a Turret in this puzzle, if it starts inactive?
[ hint ]
What happens if a Turret and a Guard meet?
[ hint ]
How can you survive and activate the Turret?
[ hint ]
There is no such thing as a double negative in The Talos Principle.
[ hint ]
You can jam something that is not active.

Solution

[ solution ]
Jam the Turret, then flip the Switch. Jam the Blue door and allow the Guard to make its way to the Turret. Run through and take the Sigil.