**“ Nibiru” **

__Len Green__** **__6th January
2006__** ****[email protected]**

__FOREWORD__

** **

{**A**} Many Adventure players have serious troubles with slider
puzzles, not infrequently to the point of requesting save-games in order to by
pass them.

The following is an attempt to remedy this, by illustrating that solving a slider puzzle should not be a daunting prospect in any way!

{**B**} There is a very a suitable standard ‘square’ 3x3 slider
puzzle in the Quest/Adventure “Nibiru” which I shall use, merely as a typical
example.

{**C**} With many sliders (but not all), a graphic picture is
provided showing the final objective.
Generally this graphic is not available during the solving process
itself, and hence needs to be memorized, copied in some way, or printed
out. In at least one game however, the
full final graphic is visible the whole time … which naturally is a great help!

*[[[ In the particular case of “Nibiru”,
the final solution is also available the whole time, but in a rather unusual
way. The individual final positions of
the 8 tiles is revealed after ‘clearing’ the center square, and then placing an
amulet (from inventory) upon a button there.
This is described in the full “Nibiru” walkthroughs.*

* Alternatively, the *__Graphic
#2__* here can be
memorized or copied! ]]]*

{**D**} If ANY slider puzzles are generated

{**E**} A basically similar procedure to that described below
can be used to solve ALL standard (regular, square) slider-puzzles i.e. 4x4,
5x5, 6x6, etc. However the larger they
are, the more complicated they become (and hence on the average will take
longer to solve).

{**F**} ALL these ‘square’ sliders
however, no matter how large or small, have one thing in common! The bottom 2 rows are always the trickiest …
whilst those above are relatively easy to arrange.

In the case of the
3x3 slider as opposed to its larger brethren, there is only __one__ row
above these bottom 2 rows (and it consists of only 3 tiles). Hence the 3x3’s are ** particularly**
easy to solve!

But in ALL cases, the row or rows above these bottom 2 are ALWAYS relatively easy to manipulate into the correct orientation(s) since no attention whatsoever has to be paid to the bottom 2 rows whilst doing so!

Also, once the top row (or 2 rows, or 3 rows, or 4 rows, etc.) are correctly placed THEY MUST NOT BE TOUCHED FOR THE REMAINDER OF THE PUZZLE … ONLY THE BOTTOM 2 ROWS HAVE TO BE MANEUVERED INTO THEIR CORRECT POSITIONS.

{**G**} All these puzzles are soluble using the

I have deliberately chosen a random start which is not the easiest I have come across, but not the most difficult either. (This particular one can be solved with 20 moves).

It’s worth mentioning that each of these puzzles can always be solved in a number of different ways, some utilizing more or less slides than others.

{**H**} The general METHOD for solving these puzzles
is the same for all … and I shall attempt to explain it as best I can. However, it is very difficult to do so
without listing the moves for one particular individual randomly generated
example.

These are completely different for every one of the enormous number of cases and hence are only an individual explanatory example and CANNOT apply to anybody else’s actual case.

((( Hence ALL these unique moves/slides are displayed below in the following [ smaller, sea-green ] format. This is to differentiate them from general principles. Hopefully, this will be clear !?! )))

**( GENERAL) SOLUTION**

__Graphic #1__** Graphic
#2**

__ __

This
is a typical randomly generated “Nibiru” 3x3 slider puzzle … just one of very
many thousands I believe … *and hence only used as an example of
the general procedure for solving.*

The
letters in red from **A**
thro’

The
numbers in black from **1** thro’

__ __

This is the
final solution (… obviously for __EVERY__
randomly generated start configuration!).

Solving these puzzles (and by extrapolation, the larger conventional square 4x4’s, 5x5’s, 6x6’s, etc.) can be expedited in 3 stages.

The 3rd stage should be trivial … and sometimes is not even necessary, since by happenstance the final tiles sometimes are in place ‘automatically’ (an example of both these situations is outlined below)!

Stage-1 can be either easy or less so. The same applies to Stage-2. It all depends upon the random initial distribution. Obviously if/when both stages happen to be very easy, the slider-puzzle can be solved EXTREMELY rapidly … and vice-versa if both stages are difficult!

But in the very worst case
scenario, once you get the hang of the SYSTEM, the solution for a 3x3 puzzle
should take __FAR__ less than 3 minutes.

In the above typical example, you have to get tile **C** to its final position in square

((( For this case ONLY, you must make the
following ‘slides’ :-

In sequence, __move__
(generally, left-mouse-click on) __tiles__ which (temporarily) *reside
upon the squares***4**;

This just happens to be a particularly easy (random)
performance, and produces the situation shown in **Graphic #3.**** )))**

** **

__Graphic
#3__** Graphic #4**

Generally your start configuration will be far more bothersome than the above random example. But do not worry, you will ALWAYS be able to achieve this final correct top row … albeit frequently involving more than the above 5 moves. The reason behind your guaranteed success in stage-1 is due to the fact that you don’t pay any attention whatsoever throughout this stage to what’s happening to the bottom 2 rows … and hence you have complete flexibility.

** WHEN YOU
HAVE SUCCESFULLY COMPLETED
STAGE-1, DO NOT
TOUCH ANY OF
THE TILES IN
THE TOP ROW
AGAIN DURING THE REMAINDER OF THE PUZZLE!!**

** **

In this particular case, stage-2 happens to be more difficult and hence entails more moves than the previous one … it all depends upon the random initialization!

In this stage, you only deal with tiles in the bottom 2 rows (without of course disturbing the previously fixed final top row).

You can perform this stage in somewhat different ways of which the following is possibly the easiest.

In the specific
case used as an example here, nearly all of the ‘work’ is simply to maneuver
tile **F** into its final position
in square

( __N.B__.
Alternatively *any ADJACENT** *pair of tiles can be used in a
similar way … instead of the pair chosen above, i.e. __F__** **and

There is a
GENERAL foolproof method of doing this.
View the tiles in the bottom 2 rows CLOCKWISE starting from the bottom
row right hand corner … i.e. concentrate on the 6 squares clockwise from __9__** ** thro’

__All you have
to do__ is to arrange these tiles so that (whether on
the middle or bottom rows) you get the** F** tile immediately

((( In this case
ONLY, one method is to make the following ‘slides’ :-

In sequence, __move__
(generally, left-mouse-click on) __tiles__ which (temporarily) *reside
upon the squares ***5**;

This is about
90% of the procedure. In this example,
it produces the situation shown in **Graphic #4. )))**

** **

** * *
* * * * *
* * * * *
* **

** As mentioned
previously, **these puzzles can always be solved
in a number of different ways, some involving more or less slides than others.

Not infrequently, stage-3 is completely redundant.

Incidentally, in
this __particular__ example, I only included stage-3 at all for the sake of
‘generality’ since it so happens that *this one** *can be
solved without it. It can actually be
completed with 6 slides less than the above and without having to resort to
stage-3 at all … *not that this is of any importance!*

((( In this case (only of course),
starting from ** Graphic #3, **make the following ‘slides’ :-

In sequence, __move__
(generally, left-mouse-click on) __tiles__ which (temporarily) *reside
upon the squares *** 5**;

__Graphic
#5__** **

** **

*(((** **And
finally, slide …*** 9**;

This solves
the above (individual) puzzle without having to use stage-3 at all. )))