PDA

View Full Version : Mustachium 608


nintyuk
04-29-2011, 07:43 PM
I'm struggling with the third Astrailum Level with the massive 8 atom Molecule , what's annoying is that not only is it massive and unwieldy but also it has very specific multi-bonds as well.
Any tips?
Here's a pic of what I have so far.
http://steamcommunity.com/id/nintyuk/screenshot/578921526574865941?tab=public

DrHaphazard
04-29-2011, 08:28 PM
Normally I prefer to solve the things solo, but I may have to crack on this one. I confess I haven't played the later levels, and because I reinstalled steam recently I am having to replay the earliest ones again.

In any case after quickly being stumped I was wondering if there was a way to have one process create the double bond australium molecule, and the other process move the atoms into position, plus debond those two molecules.

Another thought I had, I wonder if there is another shape that would be simpler to make, but can't see anything obvious right off the bat.

Edit: just looked at your screenshot. That is very similar to what I was doing. I think its fairly simple to make the four atom squares, my probem right now, is how are you going to create that double bond between the two squares in the end?

nintyuk
04-29-2011, 09:09 PM
I ended up using some one else's solution, who did it with a construction line method on the red Waldo then used the blue Waldo on a long synch chain delay to move and rotate the molecule around the bonding area to accumulate the correct bonds. I may go back later and try to do it my way, but its 4 in the morning here and I want to play further in the campaign for the harder puzzles so this one seems easier.
Edit: Don't forget the bonder can work both ways and remove any extra-bonds.

GusTheCrocodile
04-29-2011, 09:24 PM
I don't much like levels like these with no sensors or flip-flops, but it got much simpler once I realised I could deal with two sticks of four atoms from the start, rather than piecing it together from individual atoms. So here's my solution if it helps anyone:
http://img195.imageshack.us/img195/7793/moustachium608.png

For people who aren't familiar with the technique of pulling lines straight from the input square, the key is making sure you have your input instructions on red, and your bond instructions on blue, because red always executes first. At least, that's how I assume it works. :P

Darth Z
04-29-2011, 09:40 PM
I don't much like levels like these with no sensors or flip-flops, but it got much simpler once I realised I could deal with two sticks of four atoms from the start, rather than piecing it together from individual atoms. So here's my solution if it helps anyone:
http://img195.imageshack.us/img195/7793/moustachium608.png

For people who aren't familiar with the technique of pulling lines straight from the input square, the key is making sure you have your input instructions on red, and your bond instructions on blue, because red always executes first. At least, that's how I assume it works. :P

Cheers mate, have some rep.

Managed to optimize the first one to 99 cycles if you're interested, as a 'thank you'.
http://img8.imageshack.us/img8/7237/99cycles.png

WheresTheSwitch
04-30-2011, 08:46 AM
Thanks for posting a simple solution. I had a ticker tape machine version that constructed the molecule atom by atom. Took forever and a huge number of symbols.

Hachach19
05-02-2011, 03:59 PM
I don't much like levels like these with no sensors or flip-flops, but it got much simpler once I realised I could deal with two sticks of four atoms from the start, rather than piecing it together from individual atoms. So here's my solution if it helps anyone:
http://img195.imageshack.us/img195/7793/moustachium608.png

For people who aren't familiar with the technique of pulling lines straight from the input square, the key is making sure you have your input instructions on red, and your bond instructions on blue, because red always executes first. At least, that's how I assume it works. :P

Wow, I must say this is beautifully done. Very nice and smooth, I liked how the parts kind of "followed" each other. I must start to use this "bind" technique instead of moving every piece to its destination before I bind them.

JimTarnung
05-02-2011, 04:54 PM
@Gus: Wow! After staring at your picture for a while, I begin to understand your method. It is so incredibly different from my convoluted approach (Youtube (http://www.youtube.com/tarntech#p/a/u/0/RXqwXZiDwOU)). The hardest thing about this game is to abandon the way I usually do things and to try something new. But it is fascinating how much I can do with my few tricks if I tweak them long enough. Thanks for adding another idea to my repertoire!

P.S: Did anyone know that this (http://www.youtube.com/user/Bingox12#p/a/u/0/NbEVi5hEnd8) is allowed?

CascadeFury
05-05-2011, 03:10 PM
I've made a 608 solution that actually uses the same tricks, but is more compact (only 187 cycles and 41 symbols).
I tried to make it faster, but then I can't fit the needed Sync symbols.
http://www.youtube.com/watch?v=ldySAMxesI4

What surprised me most in this game is that there often is a ridiculously 'easy' solution, you just have to find it.

stoyan377
12-17-2011, 02:53 AM
I don't much like levels like these with no sensors or flip-flops, but it got much simpler once I realised I could deal with two sticks of four atoms from the start, rather than piecing it together from individual atoms. So here's my solution if it helps anyone:
http://img195.imageshack.us/img195/7793/moustachium608.png

For people who aren't familiar with the technique of pulling lines straight from the input square, the key is making sure you have your input instructions on red, and your bond instructions on blue, because red always executes first. At least, that's how I assume it works. :P

Thanks a lot for this guide! It helps me on Mustachium 608