Exiting the maze is a right-hand rule. Let's expose! Is it possible to pass this labyrinth? Traps in the Ruler's Labyrinth Path of Exile

Good day, dear community.

Background

One fine day, while walking through the Internet, a labyrinth was found. It became interesting to find out its passage and, having wandered around the Internet, I still could not find a working software implementation or solution to the maze.

Here it is:

The working day was boring, the mood was excellent. The goal, means and desire are there. The conclusion is obvious, we will pass.

Story

For a convenient solution, it is necessary to reduce the existing image of the labyrinth to the type of a two-dimensional array. Each element of which can take one of 3 values:

Const WALL=-1;

BLANK=-2;

DEADBLOCK=-3;

First of all, I want to show the functions for scanning an image of a labyrinth and then writing the data to an array, and the function for generating a new image based on data from the array:

Scanning an image:

Var N:integer=600;

LABIRINT:array of integer; ... var bit:TBitmap;

i,j:integer; begin bit:=TBitmap.Create; If OpenDialog1.Execute then begin bit.LoadFromFile(OpenDialog1.FileName);

Image width and height: 1802 pixels.

1. Use the image scanning function.
2. Rebuild the image:

Var N:integer=1801;

LABIRINT:array of integer; ... procedure rebuildArr2; var i,j:integer; begin for i:=0 to ((N div 3)) do for j:=0 to ((N div 3)) do LABIRINT:=LABIRINT; N:=N div 3; end; ...

3. Generate a reconstructed image.

Result of the procedure:

Image width and height: 601 pixels.

And so, we have an image of a labyrinth of the required type, now the most interesting thing is the search for all options for passing the labyrinth. What do we have? An array with the recorded values ​​WALL - wall and BLANK - road.

There was one unsuccessful attempt to find a way through the maze using the wave algorithm. Why is it unsuccessful, in all attempts this algorithm resulted in the “Stack Overflow” error. I am 100% sure that using it, you can find a passage, but there was a fuse to come up with something more interesting.

The idea did not come immediately, there were several implementations of the passage, which in time worked for about 3 minutes, after which the insight came: “what if we look not for paths of passage, but for paths that do not lead to the passage of the labyrinth and mark them as dead ends.”
The algorithm is like this:
Perform a recursive function along all points of the labyrinth roads:
1. If we are standing on the road and there are 3 walls around us, mark the place where we are standing as a dead end, otherwise we exit the function;

2. We move to a place that is not a wall from point No. 1, and repeat point No. 1;

Software implementation:<><><><>Var N:integer=600;

LABIRINT:array of integer; ... procedure setBlankAsDeadblockRec(x,y:integer); var k:integer; begin k:=0; if LABIRINT=blank then begin if LABIRINT

BLANK then k:=k+1;

if k=4 then LABIRINT:=DEADBLOCK;

//Please do not kick me for the programming language used. unit Unit1; interface uses Windows, Graphics, Forms, Dialogs, ExtCtrls, StdCtrls, Controls, Classes; const WALL=-1;<>BLANK=-2;<>BLANK=-2;<>BLANK=-2;<>DEADBLOCK=-3; type TForm1 = class(TForm) Button1: TButton;

OpenDialog1: TOpenDialog; procedure Button1Click(Sender: TObject); private ( Private declarations ) public ( Public declarations ) end; var Form1: TForm1;

One of the simplest rules for passing a labyrinth is the “one-handed” rule: while moving through the labyrinth, you must always touch its wall with your right or left hand. This algorithm was probably known to the ancient Greeks. You will have to go a long way, reaching all the dead ends, but in the end the goal will be achieved. Although this rule has one drawback, we will talk about it later.

Let's try to describe a robot acting in accordance with the "right hand" rule.

At the beginning of its work, the robot must find a wall along which it will follow. To do this, he can simply move forward until he hits an obstacle.

After the robot encounters an obstacle, it begins to move in accordance with the “right hand” rule.

Moving along the wall, the robot monitors whether there is a passage on the right. If there is a passage, the robot must follow it so as not to break away from the wall on the right.

If there is no passage - there is a wall ahead - the robot turns left. If there is no passage again, he turns left again, thus turning 180 degrees, and goes in the opposite direction.

The block diagram of the algorithm for a robot working according to the “right-hand rule” is shown in the figure.

Let's try to check the operation of this algorithm and write a program for it. For this purpose, let's turn to the programming environment. This environment is a convenient tool for modeling various algorithms related to robot control. It features a turtle performer, who is essentially nothing more than a real robot. The turtle has a very convenient set of commands - forward, right, left, back. In addition, there is a sensor in the center of the turtle that takes a value from 0 to 100, depending on the tone of the surface it is on.

The dialect of the Logo language that we will use is very simple and similar to Basic. You can get acquainted with the language commands. And download the GameLogo programming environment for free - . The size of the distribution is small - only 1 Mb.

The GameLogo archive contains backgrounds with labyrinths, one of which we will use.

At the very beginning of the program, we will give a command to the turtle to pick up the feather (by default, the turtle leaves a trail behind itself).

The field size is 800 by 600 points. The starting position for the turtle is at coordinates 115, 545 (white square).

The color of the paths of the maze is light, the sensor value on them will be greater than 50. The color of the walls of the maze is dark, the sensor value will be less than 50. The exit from the maze is represented by a black square, the sensor value above which will be equal to 0.

Let's declare a flag variable, with which we will control whether the exit from the maze has been reached.

Let's write a program and run it using the big red button labeled "Run".

Variable flag background = maze1.gif raise pen place 115, 545 "search for the first wall repeat until sensor > 50 (forward 12) "right hand rule" repeat until flag = 0 ( right 90 forward 12 if sensor = 0 then flag = 1 otherwise if sensor

If it is known that the labyrinth does not have free-standing walls, that is, there are no closed routes along which one can return to the starting point, then such a labyrinth is called simply connected and can always be bypassed completely by applying the “one-handed” rule.

If the labyrinth contains free-standing walls, then using the “one-handed” rule, it is not always possible to go through all the corridors and dead ends. Labyrinths with free-standing walls and closed routes are called multiconnected. In this case, multiconnected labyrinths can be divided into two groups: without a “loop” around the goal (a closed route does not go around the goal) and with a closed “loop” around the goal (the goal can be bypassed along a closed route).

In multi-connected labyrinths of the second group, the “one-handed” rule does not work and, using it, it is impossible to achieve the goal. But even these labyrinths can be navigated by relying on an accurate algorithm.

The solution to the problem of such labyrinths belongs to a relatively recent time, and it began with Leonhard Euler. Euler, not without reason, believed that a way out of any labyrinth could be found, and in a relatively simple way.

A universal algorithm for passing any labyrinth was described only a century later in the book of the French mathematician E. Luc "Recreations matematiques", published in 1882. It is interesting that Lucas, when describing the algorithm, pointed to the primacy of another French mathematician M. Tremaux. Thus the algorithm became known as Luc-Tremaux algorithm.

Tremo offers the following rules: after leaving any point of the labyrinth, you need to make a mark on its wall (a cross) and move in an arbitrary direction to a dead end or crossroads; in the first case, go back, put up a second cross, indicating that the path has been traveled twice - there and back, and go in a direction that has never been traveled, or has been traveled once; in the second - go in an arbitrary direction, marking each intersection at the entrance and exit with one cross; if there is already one cross at the crossroads, then you should take a new path, if not, then the path you have taken, marking it with a second cross.

Knowing the Tremo algorithm, you can correct the behavior of the legendary Theseus. Inspired by the gift of his beloved Ariadne, he confidently walks through the labyrinth. Suddenly a passage appears in front of him, along which a thread has already been stretched... What to do? Under no circumstances should you cross it, but return along the already known path, doubling the thread until you find another untraveled move.

Using a variant of the Tremo algorithm, the father of information theory, Claude Elwood Shannon, built one of the first self-learning robots. Shannon gave him the sonorous name "Theseus", but in history "Theseus" became better known as Shannon's "mouse". The “mouse” first explored the entire maze, and then (the second time) walked the entire path much faster, avoiding sections that had been traversed twice.


Nowadays, robots going through a maze are participants in one of the most interesting competitions of thinking machines, which takes place in several countries around the world. These competitions have a common name and, due to their technical innovations, are among the leaders in robotics sports.

At the first Russian Robot Olympics, competitions were held, the goal of which was to navigate a kind of labyrinth: in the shortest possible time, moving through “open doors” in the walls, the robot had to get from the start to the finish. The robot could control its movement using black lines painted on the floor of the maze.

There is a very simple way to enter any labyrinth without fear of getting lost in it. Using this rule, you can always find the way back from any labyrinth, no matter how confusing its transitions may be. Here is the rule for safe wandering in labyrinths:

You have to walk through the labyrinth, always touching its wall with the same hand.

This means that when entering the labyrinth, you must touch its wall with one hand (it doesn’t matter, right or left) and continue to touch the wall with the same hand the entire time you are wandering in it.

Try - to try this method - apply the "one-hand rule" to mentally walk through the layout of the Hampton Maze. Armed with a match, imagine that you are entering this garden labyrinth and constantly touching its walls with one hand. You'll soon reach the center of the maze from the outside entrance. Do not drop your hand here, continue to move on, touching the walls with it, and you will unmistakably get out of its nooks and crannies again to the outer entrance.

Where did this convenient rule come from? Let's try to understand this. Imagine that you are blindfolded entering a room into which there is only one entrance (Fig. 2). What should you do to get around it all and get out of it again? The easiest way is to walk along the walls without taking your hands off the wall (Fig. 3), then you will certainly reach the door through which you entered. Here the rationality of the “one-hand rule” is self-explanatory. Now imagine that the walls of the room have projections, as shown in Fig. 4 and 5. Before you are no longer simple rooms, but real labyrinths. But the “one-hand rule” should, of course, remain valid in these cases, reliably leading you back to the exit from the room.

The “one-hand rule” also has its inconveniences. Using it, you can enter any labyrinth and certainly exit it. But this does not mean that you will go around all the nooks and crannies of the labyrinth without exception. You will visit only those places whose walls are in one way or another connected with the outer wall of the labyrinth - they form, as it were, its continuation. But you will pass by those sections of the labyrinth whose walls have no connection with its outer walls. The Hampton Garden Maze has just such a section, and therefore, using the “one-handed” rule, you cannot go along all the paths of this labyrinth: one path remains untraversed. In Fig. 6 dotted lines show the path along the hedge walls, if you use the “one-hand rule”, and the asterisk marks the alley that remains untraversed.

A labyrinth in Path of Exile is a dungeon that contains traps, various puzzles, and monsters. Once the level is completed, you can return to the labyrinth, using the Statue of the Goddess located in Sandria. In the labyrinth itself you will find not only traps, but numerous Ascension tests, and there is one trap hidden that few people know about. But the trap cannot be easily found, because it will be hidden randomly in any of the presented groups, where such a test is already considered fatal, for this we have prepared a walkthrough of this labyrinth.

As the difficulty level increases, a new structure of rooms appears (the passage of the maze becomes more difficult), where they remain the same for only one day. But the rooms themselves are essentially the same, but not all of them can match the accuracy of the layout. The structures of the rooms are changed absolutely every day. Of course, you can’t just get through this, where there are special keys to open the doors, but they will be behind difficult-to-pass traps. If you open a room with the key, a whole hall will appear, connecting several rooms.

After the player finds himself in this labyrinth, he will constantly meet with Isarius. Every action you take will affect subsequent battles. Where the first battle will continue until your enemy's health bar reaches 2/3, after 1/3, and then you need to completely win. But in the last battle, do not forget that there will be traps and you must act carefully.

Exactly 45 minutes will be required for an experienced player who already knows what belongs to what. If you are in the Ruler's labyrinth, you will not have the right to teleport to the city, thus you will have to go through the labyrinth again. Accordingly, there are no restrictions in this game, and you can try all the methods of passing.

Initially, when you play through the game for the first time, only the Ascension class will be available. Each time you play, you will receive points that can then be exchanged for skills. At the same time, you can enchant objects, but by choosing only one.
If one of the players completes the maze the fastest on any given day, he is given a special prize with unique gems. Moreover, you can see all the ratings about the passages on the official website. The higher the difficulty of the level, the higher the reward will be provided for it.

How to open and get into the labyrinth?

In order to find ourselves in the main labyrinth that we need, we first need to find six small labyrinths, where they must first be found and passed.

  • Stage 1: The Lower Prison;
  • Stage 2: Chamber of Sins Level 2;
  • Stage 2: The Crypt Level 1;
  • Stage 3: The Crematorium;
  • Stage 3: The Catacombs;
  • Stage 3: The Hedge Maze – a full-fledged teleport to this map was not initially provided, but you can still find yourself there if you get into it through The Imperial Gardens.

Thus, the main labyrinth will be in the 3rd stage, which will be located in the city. Each of the mini-labyrinths must be completed once, thereby opening access to the main labyrinth, and this will be completed forever, for the difficulty at which you are passing.

Guide - how to get through the Path of Exile ruler's labyrinth

Boss Battles

In the main labyrinth there are three difficult battles with Isarius, who has versatility and a change of image, that is, at each battle, he will have assistants, but always different ones.

  • First stage. At this stage, statues appear that will begin to help him. But they do not appear immediately, where there are two options for how to deal with the statues. This will temporarily neutralize and destroy them completely. After you find the only solution from them, you will have to deal subsequent damage to the boss. If you don’t deal with the statues, then he will have additional protection in the final moments, where it will not be so easy to defeat him.
  • Second phase. In this stage, he is helped by small bosses, which are not as effective as the main boss, but can still deal good damage. Their appearance occurs gradually, where you need to adhere to the same tactics. We remove the assistants, and then deal with the boss.
  • Third stage. At this stage, it is important for you to take a position so that the traps will not reach you and you can calmly deal damage to the boss. But this is only at the moment when you have reached this stage without assistants, that is, you have dealt with them in the previous stages.

It’s also worth remembering that in one of the versions there is Isarius, who can use teleport against you directly to traps, which will complicate the task of fighting the boss.

After completing the third stage, you find yourself on a new map. In it, you have the right to enchant some objects, take an additional subclass, open chests that can be opened with the help of keys that you found during the passage of the labyrinths.

It is worth considering that in labyrinths sometimes zones appear that are called “the beast”. If you find this zone and destroy it, then the future boss will be a significantly weaker opponent. Although this will make your tasks easier, there won’t be much adrenaline in the passage, so it’s up to you to decide.

Traps in the Ruler's Labyrinth Path of Exile

Undoubtedly, there are traps in the labyrinths, but not just one type, but several, which are not just dangerous, but also deadly things. Where they can take away not only the state of the shield, but also health. You can learn about most of the traps in Ascension Trials, where a considerable number of such traps are shown.

In some square areas there are spikes that are not immediately noticeable, because they appear after a certain amount of time. Moreover, some of these traps appear only when you step on them. Damage is approximately a quarter of your total health, which means it includes not only your health, but also your shield. Stepping on a trap will slow you down for a couple of seconds and give you a nice bleed. This type of trap is the most harmless, because its repeated effect does not go away immediately, but after some time. Moreover, the damage is inflicted once and does not continue its effect. Such damage can be restored using bottles filled with health.

To find out how traps of this type work, you can look at the locations of the first stage, or more precisely, in the Prison dungeon.

Saws are able to move along a given trajectory, repeating their actions over and over again. Where the damage can be done over time, but it is much more effective than regular spikes. Where the damage is in this case is not important. Sometimes saws can be temporarily turned off if you find and turn off the lever. To find out how they work, go to the map of the second stage in the House of Sins 2.

Rotating blades have a complex system of movement and influence on the player who is on the floor. If the player comes into contact with this trap, he will receive devastating damage, from which it will be difficult to recover. Where their trajectory of movement can constantly change. But everything can be temporarily turned off if you find the levers. They can be seen in the Crypt in the second stage.

Melting traps are empty squares that are gradually replenished with magma and this takes a certain amount of time. The magma kill takes place in five seconds, where health is instantly reduced, but you can get rid of it if you drink a bottle of health and leave that trap. This kind of damage does not affect monsters, because they resist fire. Such traps are located in the Crematorium, and this is the third stage.

Guardians with blades are quite large traps that can't be missed and deal significant damage, the damage done can be gradual. The closer you are to the center of this trap, the damage will increase. At the same time, the trap changes its trajectory, which complicates the passage of the maze. They are the ones who are in the Catacombs at the third stage.

Flying darts, a trap that shoots exclusively small projectiles, it can change its direction. The projectiles are fired after a specified period of time. The damage dealt is not that great, but you can survive several shots, while it will slow you down. Such traps will be located on walls and pillars, some of them are activated by pressing certain plates. To evaluate trap shooting, you can visit the Green Maze in the third stage.

Watchmen, those traps that cause harmful damage to you and the environment that lasts for a certain time, and such traps are found only at level 75.

Additional (secret) traps in the labyrinth

Of course, there are also many other traps that are less known to people. One such trap is rotating blades that rotate vertically in doors.

The players are constantly sorted by the system, and this depends on the amount of time spent completing the maze. To gain sole leadership in the maze, you must go through the maze alone. Moreover, the labyrinth must be completed by the end of the day, before any changes occur. As a result, there will be twelve leaders in labyrinths at different difficulty levels.

  • To play in the list of regular players, you must not cross the level 40 bar.
  • To play on the list of violent players, you must remain at level 60.
  • To play on the ruthless list, you must be level 60 or higher.

At midnight, the fate of all players who decided to take part is decided, where the fun begins, and more precisely, the distribution of prizes, awards and other interesting things. Moreover, it all depends on the complexity of the level, the time spent, and so on. Moreover, rewards are awarded to some players during the day, and this is done approximately 4 times.

The Labyrinth is a new zone added in the Ascendancy expansion (patch 2.2), it must be completed to gain access to subclasses (ascension classes), as well as to access enchantments.

For the first passage of the labyrinth on each difficulty, 2 points are awarded, which can be invested in special passive abilities of subclasses.

How to get into the maze

To get into the main labyrinth you must first go through 6 small ones, they are located in the following locations:

  • Act 1: The Lower Prison
  • Act 2: Chamber of Sins Level 2
  • Act 2: The Crypt Level 1
  • Act 3: The Crematorium
  • Act 3: The Catacombs
  • Act 3: The Hedge Maze There is no direct teleport to this location from the city, it can be reached from the Imperial Gardens location.

The entrance to the main labyrinth is located in the city of the third act:

Mini-mazes must be completed once at a time, after which access to the main maze will be open forever (for the current difficulty).

Boss

In the main labyrinth you will have 3 fights with the main boss Izaro. It has several different versions, with different types of helpers.

First phase. In the first phase, statues help him. They appear gradually. In one variation you can kill, in another only temporarily deactivate. Kill/deactivate the statues, and only then deal damage to the boss. Otherwise, for each remaining active assistant, he will receive bonuses in the final battle.

Second phase. Now he will be helped by mini-bosses. They also appear one by one. Kill them first, and only then beat the main boss.

Third phase. If you did not kill the assistants from the previous phases, the boss will be significantly strengthened. There will also be traps in the boss room. The best tactic is to have an advantage in level, stand in one place safe from traps and beat the boss.

Even so, remember that in some versions, Isarius can teleport the player directly into traps.

After the third phase you find yourself in a location where:

  • You can cast an enchantment (once per playthrough)
  • Take a subclass/additional 2 points (if passing for the first time)
  • Open chests. Opening them requires keys that can only be found in the maze itself.

Also in the labyrinth itself there is a special zone where the “beast” is located. If you kill him, the boss will become easier. But, in my opinion, passing traps is more dangerous than a “slightly” strengthened boss, which is no problem with pumping.

Note: if you have anything to add, write in the comments. Helpful tips will be added to this guide.

Do not hurry

Perhaps the main advice in passing traps is not to rush. The principle of operation of traps and how to pass them is not difficult to understand; to do this, you just need to stop for a few seconds and watch them.

The advice to "take your time" is especially important for all players in hardcore leagues.

Navigating the labyrinth

When entering each location of the labyrinth, there will be a special counter nearby, clicking on which will open a map of the labyrinth and your current location.

High level

A high level in passing the labyrinth will only help in the fight with the boss. Traps, according to my experiments, deal damage as a percentage of health, and also ignore armor. Therefore, neither a large amount of health nor armor will help you run through traps with your eyes closed.

Movement Skills

You can jump over some traps, and fly through some difficult places in seconds using your movement skills. Be sure to have at least one in your arsenal.

Bottles

Some especially dangerous traps, in addition to damage, inflict bleeding on the character, so it is especially important to have bleeding removal on many, or better yet, all bottles. Also, it is very important to have the instant recovery property on most health restoration bottles.

When returning to the city, you will have to go through the labyrinth all over again, so it is better to take more bottles to restore health.

Reduced damage from traps

The only thing (from what I was able to find out) that can be used to reduce the damage of traps is Endurance charges.

Monsters

Don't kill monsters in the labyrinth unless absolutely necessary - they will help restore charges on the bottles when needed.

Monsters also allow you to receive Endurance charges.

Health Regeneration

As I said above, the amount of health does not increase your survivability for traps, but what does increase it is health regeneration. If it is possible to take additional passive skills for regeneration before completing the labyrinth, take it.

Also, health regeneration significantly increases:

  • Summon Stone Golem
  • Unique belt

Directly to the goal

The labyrinth has various branches. While going through them, I didn’t understand what the special advantage of passing them was (an additional key, compared to the probability of losing a character in traps, is not attractive at all).

Useful items

There are items that will help you navigate the maze. I have identified two useful ones so far:

  • Unique amulet Bloodgrip gives a 100% increased amount of health restored by flasks, and bleeding while moving does not cause you additional damage
  • Unique belt Immortal Flesh gives 66.6 - 75 health regeneration per second.

If you know other useful items, write in the comments.

Try next day

Every new day the labyrinth is generated in a new way, and the version of Izaro also changes. If you can't complete the maze or defeat the boss, try it the next day.

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