Home > Article > Mobile Game Tutorial > A Guide to the Thousand-Jiu Relics of the Misty Rivers and Lakes The whole process of the Relics of a Thousand-Jiss in the Misty Jiangs and Lakes
The Thousand Machines Ruins in Yanyu Jianghu is a special map that players need to explore through a series of tasks and mechanisms. The Thousand Machines Ruins contains a variety of mechanisms, such as stone gates, ground thorns, underground caves, red walls, unicorns, and palace lanterns. wait. Players need to overcome these challenges through puzzle solving and physical manipulation.
1. Opening the door is a nine-square grid game, with 5 in the middle and each row and column adding up to 15.
2. For the secret passage between passes, pay attention to the statues in the middle. The order in which each statue is placed represents a direction. The correct direction is generally the two closest to the location where there are no statues. one of the directions.
For example, the correct direction in the picture should be south or east. If the statue changes, the direction will change. For example, if the statue in the picture goes east, if it goes east to the next passage, the statue will still be placed like this. Then just continue walking east. If you go wrong, you will go back to the starting point.
3. In this level, first zoom out the map, then turn on the switch to see the road, just take a screenshot and follow the road.
4. This level is simple. Just walk one point at a time. After walking to the next point, the bridge connected to this point that was broken before will be connected, and then the bridge connected to the previous point will be connected. will break. In other words, you can just press the broken bridge from the end point and push back to the starting point. You also need to zoom out on the map, otherwise you won't be able to see the end point.
5. Trap room:
The ground thorns have 3 forms: safe-risk-danger. After stepping on a grid, it is a nine-square grid centered on it. All other traps inside will be upgraded to one level, and the risky and dangerous ones cannot be stepped on.
You don’t need to deliberately calculate this, just try it a few times. Generally speaking, just stick to the dangerous ones.
6. One stroke:
Just plan a stroke-by-stroke route from the starting point to the end point. The bright ones are the obstacles that cannot be walked.
7. Move the statue:
Push a statue (default push up), the adjacent statue will move in the opposite direction, and then move to the bottom Then if you move it down, it will come out from the top, which is similar to the level of the Rubik's Cube. Move all 4 statues to the middle foundation to pass the level.
8. If the origin of the foundation is 0, we can mark each point with a number. Our goal is 0000, then we can only push the statue to 1 - At a position like 1 0 0, or -1 1 -1 0, the next step can push all 4 statues at the same time. It can be seen that no matter which one it is, there is always a statue on the edge that can be pushed to the position first and then ignored. .
9. Skiing:
This is simple. Just zoom out on the map and find the end point and take a good look at the route. When skating, you will only be blocked by the ice puck and the edge of the map. It's purely a test of reaction speed.
10. Step on the floor tiles:
The principle is similar to the one-stroke painting above. The door you walk through will be closed. Just step on all the floor tiles. Finally A floor tile is the end point. Just find the end point where you can only enter and cannot come out to step on other floor tiles.
11. Jumping wooden piles:
The wooden piles you jumped over will disappear. Just zoom out the map and find the exit and push it back. This will test your memory.
12. Rotate the mirror:
Just reflect the light from the light source into the ball by rotating the mirror. Remember to complete the rotation before turning on the light source.
As for the mirror, just look at the model. You will be confused by the description. The brass side is a mirror, and the black one is the back. If you are not sure about the front and back of some models that are turned sideways, you can read the description. The reflective side refers to It's a mirror.
13. Plane Rubik's Cube:
This is a bit difficult. By operating the pull rods on both sides, you can control the movement of one row or column. When the beads reach the end, they will move from the other side. One end runs out, and all the beads of the same color are completed in one row or column.
The main difficulty lies in limiting the number of operations. But it can be easily done if you master certain replacement skills. The core trick is to move the bead you want to replace to a track that does not require the same color for the time being.
14. Lighting a lamp:
This mini-game has been similar in other branches before. After lighting a lamp, a cross will appear centered on it. The status of other lights in the range will change, the bright ones will go out, and the dark ones will light up.
The main method for this level is to drive the extinguished lights into a corner, and then you will find that it is actually quite simple.
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