๐Ÿ“ฃ An important update from the Enigma Fellowship  —  read here

Dive to the Sentinel

As you start your descent, you look around and can’t help but marvel at how clear the water is in the Arctic. But as you continue to dive, the bright light of the sun quickly dissipates. Even the brightness of the Sun cannot penetrate the darkness of this abyss. Not only is the Sentinel lost in the dark frigid depths of the Arctic, but it is also stuck in an acoustic dead zone. They can get no word out. Your concern for the crew grows deeper, and with careful resolve you click on your flashlight and push on. At least with this strong light you can see a few hundred meters clearly. The marine life around you almost takes your breath away.

You enable the dive computer on your wrist, and can’t help but admire the wonders of technology as a heads-up-display appears on your goggles. This will help you orient yourself. The information it shows will help you find a path through the acoustic dead zone without needing contact with the surface.

Open the Dive To The Sentinel envelope now, and remove the black sleeve.

  • Black sleeve

As you peer inside with your light, you will see what the dive computer shows you on your goggles.

The display of your goggles shows you the boundaries within which you should swim. If you go outside of the thick double lines the current will carry you away. Best not to get lost in these cold waters. The display has also divided the swim area into a grid pattern. The arrows outside the double lines show you the direction in which the natural currents will push you, as soon as you enter a row of squares. This current applies to an entire row of squares next to which the arrow appears. Keep in mind that the push will only send you one square over.

There are rocks and ice blocks on your path and you cannot swim into those square. These squares are colored solid by the dive computer. The current will still continue to apply.

There is marine life in the area that you are swimming through. These create powerful currents as they swim. If you swim into a square with life in it, you will be pushed into another square by that animal. This push always takes place before the current pushes you. Don’t forget to observe the marine life around you to figure out which direction they will push you in.

To conserve your air you must take the route with the least number of actions possible to The Sentinel.

Sample Dive Path and Solution String

The possible swimming directions are Straight (S), Diagonal Left (DL) or Diagonal Right (DR). You will always enter the grid as a Straight action, and exit it towards The Sentinel with a Straight action as well. You may enter the grid from any square, but must exit it from a square closest to the nose of The Sentinel.

You will be able to board The Sentinel, once you have the shortest safe path charted out. Provide a lower-case string of letters for the actions you personally take.

Expand to see Non-Black Light version of this puzzle

Direction of push by marine life

Direction of push by Jelly Fish

Direction of push by Starfish
Direction of push by Fish

The Diving Grid shown by Dive Computer

View on your Dive Goggles

Dive to Sentinel

The black sleeve is empty, even after you peer inside. But the depths of the oceans are dark, so you need a special flashlight to cut through the darkness. Luckily you have a UV one, which should highlight any and all dangers.

It is easy to get disoriented underwater, make sure to follow the This Side Up instruction to help you get your bearings.

Animals swimming above you
Dive computer grid view below you

Once you shine the light into the darkness, you can see patterns. Above you, there are sea creatures swimming. But below you, there is a grid. This must be the grid that the dive computer overlays.

Make sure to familiarize yourselves with how you need to swim through this grid. Can you see The Sentinel and chart a route to it?

If you look ‘far’ enough, you will see a submarine in the distance! That must be the Sentinel! You need to find a safe path, through the currents, obstacle and even the marine life swimming around you.

Rules to remember:

  • You can only swim Straight (S), Diagonal Left (DL) or Diagonal Right (DR).
  • You cannot swim into blocked squares (filled in completely).
  • If you swim into a square with marine life, that marine life will push you by one square. Can you spot any clues about which direction they push you to?
  • The currents, shown by your dive computer as arrows near the boundary, will also push you by one square. But this happens after any marine life pushes you.
  • You must exit via a square in front of the nose of the submarine.

If you look closely above you, at the swimming animals, you can notice arrows next to them. This the dive computer’s way of telling you which direction each type of sea creature would push you.

Direction of push by Jelly Fish

Direction of push by Starfish
Direction of push by Fish
  • The jelly fish push you to the left.
  • The star fish push you to the right.
  • The fish will push you back.

Going back would mean loosing breathing gas, and probably passing out before reaching the Sentinel, so you MUST avoid sharing an area with a fish.

Don’t forget about the currents! You can see these on each side of the matrix. The direction they are pointing into is the direction you will be pushed into by the current. It would be a good idea to take a step in the direction of the current, since it will push you over once you are in its row.

But keep in mind that before you account for the push by a current, you must first account for the push by marine life.

The diving grid, as shown by the dive computer.
Click/tap to enlarge.

Your first step needs to be a Straight (S) action. So you just need to pick which square you want to step into to start with. Then take the least number of actions to get to The Sentinel, all the while going with the flow and accounting for marine life.

Click/tap to enlarge

You must always start with a Straight (S) action. In the image, this is the first red dot, i.e. the action of entering the grid.

As you enter, there is a current pushing you to the right. This moves you one square over. But it doesn’t count as an action since the current pushed you.

At this point, you make another Straight (S) action. The square you arrive in has a current pushing you one square to the left. There’s no marine life here, so you are now free to make a move.

A move Diagonal Right (DR) once again moves you in to a square with a current that pushes you left. You cannot go straight, so a Diagonal Left (DL) gets you to the next square. There is no current or marine life here, so you can move once again.

Since you need to get to The Sentinel in as few moves as possible, and the next row has a current that will push you left one square, it makes the most sense to go Diagonal Left (DL). You get pushed one square to the left, as soon as you arrive in your target square. But this square also has a Jellyfish in it. A Jellyfish pushes you to the left. You are now in the boundary square. If you went diagonal right at this point, the fish would push you back.

So you go Straight (S). It is now possible to exit the grid, next to The Sentinel, by going one more Straight (S).

As such, the shortest path that will take you closest to the sentinel’s nose is:

S – S – DR – DL – DL – S – S

To use this as a password, use only the letters, in lower case: ssdrdldlss

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