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--- Day 17: Clumsy Crucible ---
The lava starts flowing rapidly once the Lava Production Facility is operational. As you leave, the reindeer offers you a parachute, allowing you to quickly reach Gear Island.
As you descend, your bird's-eye view of Gear Island reveals why you had trouble finding anyone on your way up: ... | 100 |
--- Day 20: Race Condition ---
The Historians are quite pixelated again. This time, a massive, black building looms over you - you're right outside the CPU!
While The Historians get to work, a nearby program sees that you're idle and challenges you to a race. Apparently, you've arrived just in time for the frequently-... | 101 |
--- Day 14: Docking Data ---
As your ferry approaches the sea port, the captain asks for your help again. The computer system that runs this port isn't compatible with the docking program on the ferry, so the docking parameters aren't being correctly initialized in the docking program's memory.
After a brief inspectio... | 102 |
--- Day 7: Handy Haversacks ---
You land at the regional airport in time for your next flight. In fact, it looks like you'll even have time to grab some food: all flights are currently delayed due to issues in luggage processing.
Due to recent aviation regulations, many rules (your puzzle input) are being enforced abo... | 103 |
--- Day 23: Category Six ---
The droids have finished repairing as much of the ship as they can. Their report indicates that this was a Category 6 disaster - not because it was that bad, but because it destroyed the stockpile of Category 6 network cables as well as most of the ship's network infrastructure.
You'll nee... | 104 |
--- Day 16: Reindeer Maze ---
It's time again for the Reindeer Olympics! This year, the big event is the Reindeer Maze, where the Reindeer compete for the lowest score.
You and The Historians arrive to search for the Chief right as the event is about to start. It wouldn't hurt to watch a little, right?
The Reindeer s... | 105 |
--- Day 4: Repose Record ---
You've sneaked into another supply closet - this time, it's across from the prototype suit manufacturing lab. You need to sneak inside and fix the issues with the suit, but there's a guard stationed outside the lab, so this is as close as you can safely get.
As you search the closet for an... | 106 |
--- Day 14: One-Time Pad ---
In order to communicate securely with Santa while you're on this mission, you've been using a one-time pad that you generate using a pre-agreed algorithm. Unfortunately, you've run out of keys in your one-time pad, and so you need to generate some more.
To generate keys, you first get a st... | 107 |
--- Day 21: Monkey Math ---
The monkeys are back! You're worried they're going to try to steal your stuff again, but it seems like they're just holding their ground and making various monkey noises at you.
Eventually, one of the elephants realizes you don't speak monkey and comes over to interpret. As it turns out, th... | 108 |
--- Day 24: Blizzard Basin ---
With everything replanted for next year (and with elephants and monkeys to tend the grove), you and the Elves leave for the extraction point.
Partway up the mountain that shields the grove is a flat, open area that serves as the extraction point. It's a bit of a climb, but nothing the ex... | 109 |
--- Day 9: All in a Single Night ---
Every year, Santa manages to deliver all of his presents in a single night.
This year, however, he has some new locations to visit; his elves have provided him the distances between every pair of locations. He can start and end at any two (different) locations he wants, but he must... | 110 |
--- Day 2: Rock Paper Scissors ---
The Elves begin to set up camp on the beach. To decide whose tent gets to be closest to the snack storage, a giant Rock Paper Scissors tournament is already in progress.
Rock Paper Scissors is a game between two players. Each game contains many rounds; in each round, the players each... | 111 |
--- Day 19: An Elephant Named Joseph ---
The Elves contact you over a highly secure emergency channel. Back at the North Pole, the Elves are busy misunderstanding White Elephant parties.
Each Elf brings a present. They all sit in a circle, numbered starting with position 1. Then, starting with the first Elf, they take... | 112 |
--- Day 15: Lens Library ---
The newly-focused parabolic reflector dish is sending all of the collected light to a point on the side of yet another mountain - the largest mountain on Lava Island. As you approach the mountain, you find that the light is being collected by the wall of a large facility embedded in the mou... | 113 |
--- Day 3: Crossed Wires ---
The gravity assist was successful, and you're well on your way to the Venus refuelling station. During the rush back on Earth, the fuel management system wasn't completely installed, so that's next on the priority list.
Opening the front panel reveals a jumble of wires. Specifically, two w... | 114 |
--- Day 18: Boiling Boulders ---
You and the elephants finally reach fresh air. You've emerged near the base of a large volcano that seems to be actively erupting! Fortunately, the lava seems to be flowing away from you and toward the ocean.
Bits of lava are still being ejected toward you, so you're sheltering in the ... | 115 |
--- Day 21: Chronal Conversion ---
You should have been watching where you were going, because as you wander the new North Pole base, you trip and fall into a very deep hole!
Just kidding. You're falling through time again.
If you keep up your current pace, you should have resolved all of the temporal anomalies by th... | 116 |
--- Day 18: Like a GIF For Your Yard ---
After the million lights incident, the fire code has gotten stricter: now, at most ten thousand lights are allowed. You arrange them in a 100x100 grid.
Never one to let you down, Santa again mails you instructions on the ideal lighting configuration. With so few lights, he says... | 117 |
--- Day 13: Distress Signal ---
You climb the hill and again try contacting the Elves. However, you instead receive a signal you weren't expecting: a distress signal.
Your handheld device must still not be working properly; the packets from the distress signal got decoded out of order. You'll need to re-order the list... | 118 |
--- Day 3: Spiral Memory ---
You come across an experimental new kind of memory stored on an infinite two-dimensional grid.
Each square on the grid is allocated in a spiral pattern starting at a location marked 1 and then counting up while spiraling outward. For example, the first few squares are allocated like this:
... | 119 |
--- Day 18: Like a GIF For Your Yard ---
After the million lights incident, the fire code has gotten stricter: now, at most ten thousand lights are allowed. You arrange them in a 100x100 grid.
Never one to let you down, Santa again mails you instructions on the ideal lighting configuration. With so few lights, he says... | 120 |
--- Day 12: Leonardo's Monorail ---
You finally reach the top floor of this building: a garden with a slanted glass ceiling. Looks like there are no more stars to be had.
While sitting on a nearby bench amidst some tiger lilies, you manage to decrypt some of the files you extracted from the servers downstairs.
Accord... | 121 |
--- Day 9: Stream Processing ---
A large stream blocks your path. According to the locals, it's not safe to cross the stream at the moment because it's full of garbage. You look down at the stream; rather than water, you discover that it's a stream of characters.
You sit for a while and record part of the stream (your... | 122 |
--- Day 11: Hex Ed ---
Crossing the bridge, you've barely reached the other side of the stream when a program comes up to you, clearly in distress. "It's my child process," she says, "he's gotten lost in an infinite grid!"
Fortunately for her, you have plenty of experience with infinite grids.
Unfortunately for you, ... | 123 |
--- Day 12: Hot Springs ---
You finally reach the hot springs! You can see steam rising from secluded areas attached to the primary, ornate building.
As you turn to enter, the researcher stops you. "Wait - I thought you were looking for the hot springs, weren't you?" You indicate that this definitely looks like hot sp... | 124 |
--- Day 16: The Floor Will Be Lava ---
With the beam of light completely focused somewhere, the reindeer leads you deeper still into the Lava Production Facility. At some point, you realize that the steel facility walls have been replaced with cave, and the doorways are just cave, and the floor is cave, and you're pret... | 125 |
--- Day 9: Smoke Basin ---
These caves seem to be lava tubes. Parts are even still volcanically active; small hydrothermal vents release smoke into the caves that slowly settles like rain.
If you can model how the smoke flows through the caves, you might be able to avoid it and be that much safer. The submarine genera... | 126 |
--- Day 7: Handy Haversacks ---
You land at the regional airport in time for your next flight. In fact, it looks like you'll even have time to grab some food: all flights are currently delayed due to issues in luggage processing.
Due to recent aviation regulations, many rules (your puzzle input) are being enforced abo... | 127 |
--- Day 14: Docking Data ---
As your ferry approaches the sea port, the captain asks for your help again. The computer system that runs this port isn't compatible with the docking program on the ferry, so the docking parameters aren't being correctly initialized in the docking program's memory.
After a brief inspectio... | 128 |
--- Day 25: Code Chronicle ---
Out of ideas and time, The Historians agree that they should go back to check the Chief Historian's office one last time, just in case he went back there without you noticing.
When you get there, you are surprised to discover that the door to his office is locked! You can hear someone in... | 129 |
--- Day 1: The Tyranny of the Rocket Equation ---
Santa has become stranded at the edge of the Solar System while delivering presents to other planets! To accurately calculate his position in space, safely align his warp drive, and return to Earth in time to save Christmas, he needs you to bring him measurements from f... | 130 |
--- Day 20: Pulse Propagation ---
With your help, the Elves manage to find the right parts and fix all of the machines. Now, they just need to send the command to boot up the machines and get the sand flowing again.
The machines are far apart and wired together with long cables. The cables don't connect to the machine... | 131 |
--- Day 1: Inverse Captcha ---
The night before Christmas, one of Santa's Elves calls you in a panic. "The printer's broken! We can't print the Naughty or Nice List!" By the time you make it to sub-basement 17, there are only a few minutes until midnight. "We have a big problem," she says; "there must be almost fifty b... | 132 |
--- Day 20: Pulse Propagation ---
With your help, the Elves manage to find the right parts and fix all of the machines. Now, they just need to send the command to boot up the machines and get the sand flowing again.
The machines are far apart and wired together with long cables. The cables don't connect to the machine... | 133 |
--- Day 17: Reservoir Research ---
You arrive in the year 18. If it weren't for the coat you got in 1018, you would be very cold: the North Pole base hasn't even been constructed.
Rather, it hasn't been constructed yet. The Elves are making a little progress, but there's not a lot of liquid water in this climate, so t... | 134 |
--- Day 13: Care Package ---
As you ponder the solitude of space and the ever-increasing three-hour roundtrip for messages between you and Earth, you notice that the Space Mail Indicator Light is blinking. To help keep you sane, the Elves have sent you a care package.
It's a new game for the ship's arcade cabinet! Unf... | 135 |
--- Day 8: Resonant Collinearity ---
You find yourselves on the roof of a top-secret Easter Bunny installation.
While The Historians do their thing, you take a look at the familiar huge antenna. Much to your surprise, it seems to have been reconfigured to emit a signal that makes people 0.1% more likely to buy Easter ... | 136 |
--- Day 11: Monkey in the Middle ---
As you finally start making your way upriver, you realize your pack is much lighter than you remember. Just then, one of the items from your pack goes flying overhead. Monkeys are playing Keep Away with your missing things!
To get your stuff back, you need to be able to predict whe... | 137 |
--- Day 24: Immune System Simulator 20XX ---
After a weird buzzing noise, you appear back at the man's cottage. He seems relieved to see his friend, but quickly notices that the little reindeer caught some kind of cold while out exploring.
The portly man explains that this reindeer's immune system isn't similar to reg... | 138 |
--- Day 14: Space Stoichiometry ---
As you approach the rings of Saturn, your ship's low fuel indicator turns on. There isn't any fuel here, but the rings have plenty of raw material. Perhaps your ship's Inter-Stellar Refinery Union brand nanofactory can turn these raw materials into fuel.
You ask the nanofactory to p... | 139 |
--- Day 21: Scrambled Letters and Hash ---
The computer system you're breaking into uses a weird scrambling function to store its passwords. It shouldn't be much trouble to create your own scrambled password so you can add it to the system; you just have to implement the scrambler.
The scrambling function is a series ... | 140 |
--- Day 11: Chronal Charge ---
You watch the Elves and their sleigh fade into the distance as they head toward the North Pole.
Actually, you're the one fading. The falling sensation returns.
The low fuel warning light is illuminated on your wrist-mounted device. Tapping it once causes it to project a hologram of the ... | 141 |
--- Day 15: Science for Hungry People ---
Today, you set out on the task of perfecting your milk-dunking cookie recipe. All you have to do is find the right balance of ingredients.
Your recipe leaves room for exactly 100 teaspoons of ingredients. You make a list of the remaining ingredients you could use to finish the... | 142 |
--- Day 21: Springdroid Adventure ---
You lift off from Pluto and start flying in the direction of Santa.
While experimenting further with the tractor beam, you accidentally pull an asteroid directly into your ship! It deals significant damage to your hull and causes your ship to begin tumbling violently.
You can sen... | 143 |
--- Day 24: Air Duct Spelunking ---
You've finally met your match; the doors that provide access to the roof are locked tight, and all of the controls and related electronics are inaccessible. You simply can't reach them.
The robot that cleans the air ducts, however, can.
It's not a very fast little robot, but you re... | 144 |
--- Day 2: Bathroom Security ---
You arrive at Easter Bunny Headquarters under cover of darkness. However, you left in such a rush that you forgot to use the bathroom! Fancy office buildings like this one usually have keypad locks on their bathrooms, so you search the front desk for the code.
"In order to improve secu... | 145 |
--- Day 19: Aplenty ---
The Elves of Gear Island are thankful for your help and send you on your way. They even have a hang glider that someone stole from Desert Island; since you're already going that direction, it would help them a lot if you would use it to get down there and return it to them.
As you reach the bot... | 146 |
--- Day 11: Space Police ---
On the way to Jupiter, you're pulled over by the Space Police.
"Attention, unmarked spacecraft! You are in violation of Space Law! All spacecraft must have a clearly visible registration identifier! You have 24 hours to comply or be sent to Space Jail!"
Not wanting to be sent to Space Jai... | 147 |
--- Day 18: Operation Order ---
As you look out the window and notice a heavily-forested continent slowly appear over the horizon, you are interrupted by the child sitting next to you. They're curious if you could help them with their math homework.
Unfortunately, it seems like this "math" follows different rules than... | 148 |
--- Day 5: Doesn't He Have Intern-Elves For This? ---
Santa needs help figuring out which strings in his text file are naughty or nice.
A nice string is one with all of the following properties:
It contains at least three vowels (aeiou only), like aei, xazegov, or aeiouaeiouaeiou.
It contains at least one letter that... | 149 |
--- Day 11: Corporate Policy ---
Santa's previous password expired, and he needs help choosing a new one.
To help him remember his new password after the old one expires, Santa has devised a method of coming up with a password based on the previous one. Corporate policy dictates that passwords must be exactly eight lo... | 150 |
--- Day 3: Mull It Over ---
"Our computers are having issues, so I have no idea if we have any Chief Historians in stock! You're welcome to check the warehouse, though," says the mildly flustered shopkeeper at the North Pole Toboggan Rental Shop. The Historians head out to take a look.
The shopkeeper turns to you. "An... | 151 |
--- Day 22: Sporifica Virus ---
Diagnostics indicate that the local grid computing cluster has been contaminated with the Sporifica Virus. The grid computing cluster is a seemingly-infinite two-dimensional grid of compute nodes. Each node is either clean or infected by the virus.
To prevent overloading the nodes (whic... | 152 |
--- Day 18: Settlers of The North Pole ---
On the outskirts of the North Pole base construction project, many Elves are collecting lumber.
The lumber collection area is 50 acres by 50 acres; each acre can be either open ground (.), trees (|), or a lumberyard (#). You take a scan of the area (your puzzle input).
Stran... | 153 |
--- Day 22: Crab Combat ---
It only takes a few hours of sailing the ocean on a raft for boredom to sink in. Fortunately, you brought a small deck of space cards! You'd like to play a game of Combat, and there's even an opponent available: a small crab that climbed aboard your raft before you left.
Fortunately, it doe... | 154 |
--- Day 4: Ceres Search ---
"Looks like the Chief's not here. Next!" One of The Historians pulls out a device and pushes the only button on it. After a brief flash, you recognize the interior of the Ceres monitoring station!
As the search for the Chief continues, a small Elf who lives on the station tugs on your shirt... | 155 |
--- Day 10: Syntax Scoring ---
You ask the submarine to determine the best route out of the deep-sea cave, but it only replies:
Syntax error in navigation subsystem on line: all of them
All of them?! The damage is worse than you thought. You bring up a copy of the navigation subsystem (your puzzle input).
The navigat... | 156 |
--- Day 15: Warehouse Woes ---
You appear back inside your own mini submarine! Each Historian drives their mini submarine in a different direction; maybe the Chief has his own submarine down here somewhere as well?
You look up to see a vast school of lanternfish swimming past you. On closer inspection, they seem quite... | 157 |
--- Day 8: Resonant Collinearity ---
You find yourselves on the roof of a top-secret Easter Bunny installation.
While The Historians do their thing, you take a look at the familiar huge antenna. Much to your surprise, it seems to have been reconfigured to emit a signal that makes people 0.1% more likely to buy Easter ... | 158 |
--- Day 6: Memory Reallocation ---
A debugger program here is having an issue: it is trying to repair a memory reallocation routine, but it keeps getting stuck in an infinite loop.
In this area, there are sixteen memory banks; each memory bank can hold any number of blocks. The goal of the reallocation routine is to b... | 159 |
--- Day 11: Radioisotope Thermoelectric Generators ---
You come upon a column of four floors that have been entirely sealed off from the rest of the building except for a small dedicated lobby. There are some radiation warnings and a big sign which reads "Radioisotope Testing Facility".
According to the project status... | 160 |
--- Day 21: Step Counter ---
You manage to catch the airship right as it's dropping someone else off on their all-expenses-paid trip to Desert Island! It even helpfully drops you off near the gardener and his massive farm.
"You got the sand flowing again! Great work! Now we just need to wait until we have enough sand ... | 161 |
--- Day 10: Pipe Maze ---
You use the hang glider to ride the hot air from Desert Island all the way up to the floating metal island. This island is surprisingly cold and there definitely aren't any thermals to glide on, so you leave your hang glider behind.
You wander around for a while, but you don't find any people... | 162 |
--- Day 7: Recursive Circus ---
Wandering further through the circuits of the computer, you come upon a tower of programs that have gotten themselves into a bit of trouble. A recursive algorithm has gotten out of hand, and now they're balanced precariously in a large tower.
One program at the bottom supports the entir... | 163 |
--- Day 7: The Sum of Its Parts ---
You find yourself standing on a snow-covered coastline; apparently, you landed a little off course. The region is too hilly to see the North Pole from here, but you do spot some Elves that seem to be trying to unpack something that washed ashore. It's quite cold out, so you decide to... | 164 |
--- Day 23: Crab Cups ---
The small crab challenges you to a game! The crab is going to mix up some cups, and you have to predict where they'll end up.
The cups will be arranged in a circle and labeled clockwise (your puzzle input). For example, if your labeling were 32415, there would be five cups in the circle; goin... | 165 |
--- Day 22: Monkey Market ---
As you're all teleported deep into the jungle, a monkey steals The Historians' device! You'll need get it back while The Historians are looking for the Chief.
The monkey that stole the device seems willing to trade it, but only in exchange for an absurd number of bananas. Your only option... | 166 |
--- Day 15: Beacon Exclusion Zone ---
You feel the ground rumble again as the distress signal leads you to a large network of subterranean tunnels. You don't have time to search them all, but you don't need to: your pack contains a set of deployable sensors that you imagine were originally built to locate lost Elves.
... | 167 |
--- Day 18: Operation Order ---
As you look out the window and notice a heavily-forested continent slowly appear over the horizon, you are interrupted by the child sitting next to you. They're curious if you could help them with their math homework.
Unfortunately, it seems like this "math" follows different rules than... | 168 |
--- Day 6: Custom Customs ---
As your flight approaches the regional airport where you'll switch to a much larger plane, customs declaration forms are distributed to the passengers.
The form asks a series of 26 yes-or-no questions marked a through z. All you need to do is identify the questions for which anyone in you... | 169 |
--- Day 1: Not Quite Lisp ---
Santa was hoping for a white Christmas, but his weather machine's "snow" function is powered by stars, and he's fresh out! To save Christmas, he needs you to collect fifty stars by December 25th.
Collect stars by helping Santa solve puzzles. Two puzzles will be made available on each day ... | 170 |
--- Day 1: Report Repair ---
After saving Christmas five years in a row, you've decided to take a vacation at a nice resort on a tropical island. Surely, Christmas will go on without you.
The tropical island has its own currency and is entirely cash-only. The gold coins used there have a little picture of a starfish; ... | 171 |
--- Day 8: Handheld Halting ---
Your flight to the major airline hub reaches cruising altitude without incident. While you consider checking the in-flight menu for one of those drinks that come with a little umbrella, you are interrupted by the kid sitting next to you.
Their handheld game console won't turn on! They a... | 172 |
--- Day 9: Mirage Maintenance ---
You ride the camel through the sandstorm and stop where the ghost's maps told you to stop. The sandstorm subsequently subsides, somehow seeing you standing at an oasis!
The camel goes to get some water and you stretch your neck. As you look up, you discover what must be yet another gi... | 173 |
--- Day 16: Ticket Translation ---
As you're walking to yet another connecting flight, you realize that one of the legs of your re-routed trip coming up is on a high-speed train. However, the train ticket you were given is in a language you don't understand. You should probably figure out what it says before you get to... | 174 |
--- Day 4: Scratchcards ---
The gondola takes you up. Strangely, though, the ground doesn't seem to be coming with you; you're not climbing a mountain. As the circle of Snow Island recedes below you, an entire new landmass suddenly appears above you! The gondola carries you to the surface of the new island and lurches ... | 175 |
--- Day 15: Rambunctious Recitation ---
You catch the airport shuttle and try to book a new flight to your vacation island. Due to the storm, all direct flights have been cancelled, but a route is available to get around the storm. You take it.
While you wait for your flight, you decide to check in with the Elves back... | 176 |
--- Day 19: Beacon Scanner ---
As your probe drifted down through this area, it released an assortment of beacons and scanners into the water. It's difficult to navigate in the pitch black open waters of the ocean trench, but if you can build a map of the trench using data from the scanners, you should be able to safel... | 177 |
--- Day 12: Hot Springs ---
You finally reach the hot springs! You can see steam rising from secluded areas attached to the primary, ornate building.
As you turn to enter, the researcher stops you. "Wait - I thought you were looking for the hot springs, weren't you?" You indicate that this definitely looks like hot sp... | 178 |
--- Day 9: Sensor Boost ---
You've just said goodbye to the rebooted rover and left Mars when you receive a faint distress signal coming from the asteroid belt. It must be the Ceres monitoring station!
In order to lock on to the signal, you'll need to boost your sensors. The Elves send up the latest BOOST program - Ba... | 179 |
--- Day 4: The Ideal Stocking Stuffer ---
Santa needs help mining some AdventCoins (very similar to bitcoins) to use as gifts for all the economically forward-thinking little girls and boys.
To do this, he needs to find MD5 hashes which, in hexadecimal, start with at least five zeroes. The input to the MD5 hash is som... | 180 |
--- Day 4: High-Entropy Passphrases ---
A new system policy has been put in place that requires all accounts to use a passphrase instead of simply a password. A passphrase consists of a series of words (lowercase letters) separated by spaces.
To ensure security, a valid passphrase must contain no duplicate words.
For... | 181 |
--- Day 6: Lanternfish ---
The sea floor is getting steeper. Maybe the sleigh keys got carried this way?
A massive school of glowing lanternfish swims past. They must spawn quickly to reach such large numbers - maybe exponentially quickly? You should model their growth rate to be sure.
Although you know nothing about... | 182 |
--- Day 2: Password Philosophy ---
Your flight departs in a few days from the coastal airport; the easiest way down to the coast from here is via toboggan.
The shopkeeper at the North Pole Toboggan Rental Shop is having a bad day. "Something's wrong with our computers; we can't log in!" You ask if you can take a look.... | 183 |
--- Day 19: Linen Layout ---
Today, The Historians take you up to the hot springs on Gear Island! Very suspiciously, absolutely nothing goes wrong as they begin their careful search of the vast field of helixes.
Could this finally be your chance to visit the onsen next door? Only one way to find out.
After a brief co... | 184 |
--- Day 14: Regolith Reservoir ---
The distress signal leads you to a giant waterfall! Actually, hang on - the signal seems like it's coming from the waterfall itself, and that doesn't make any sense. However, you do notice a little path that leads behind the waterfall.
Correction: the distress signal leads you behind... | 185 |
--- Day 9: Marble Mania ---
You talk to the Elves while you wait for your navigation system to initialize. To pass the time, they introduce you to their favorite marble game.
The Elves play this game by taking turns arranging the marbles in a circle according to very particular rules. The marbles are numbered starting... | 186 |
--- Day 8: Two-Factor Authentication ---
You come across a door implementing what you can only assume is an implementation of two-factor authentication after a long game of requirements telephone.
To get past the door, you first swipe a keycard (no problem; there was one on a nearby desk). Then, it displays a code on ... | 187 |
--- Day 23: LAN Party ---
As The Historians wander around a secure area at Easter Bunny HQ, you come across posters for a LAN party scheduled for today! Maybe you can find it; you connect to a nearby datalink port and download a map of the local network (your puzzle input).
The network map provides a list of every con... | 188 |
--- Day 18: Snailfish ---
You descend into the ocean trench and encounter some snailfish. They say they saw the sleigh keys! They'll even tell you which direction the keys went if you help one of the smaller snailfish with his math homework.
Snailfish numbers aren't like regular numbers. Instead, every snailfish numbe... | 189 |
--- Day 19: Not Enough Minerals ---
Your scans show that the lava did indeed form obsidian!
The wind has changed direction enough to stop sending lava droplets toward you, so you and the elephants exit the cave. As you do, you notice a collection of geodes around the pond. Perhaps you could use the obsidian to create ... | 190 |
--- Day 24: Air Duct Spelunking ---
You've finally met your match; the doors that provide access to the roof are locked tight, and all of the controls and related electronics are inaccessible. You simply can't reach them.
The robot that cleans the air ducts, however, can.
It's not a very fast little robot, but you re... | 191 |
--- Day 24: It Hangs in the Balance ---
It's Christmas Eve, and Santa is loading up the sleigh for this year's deliveries. However, there's one small problem: he can't get the sleigh to balance. If it isn't balanced, he can't defy physics, and nobody gets presents this year.
No pressure.
Santa has provided you a list... | 192 |
--- Day 8: I Heard You Like Registers ---
You receive a signal directly from the CPU. Because of your recent assistance with jump instructions, it would like you to compute the result of a series of unusual register instructions.
Each instruction consists of several parts: the register to modify, whether to increase o... | 193 |
--- Day 6: Universal Orbit Map ---
You've landed at the Universal Orbit Map facility on Mercury. Because navigation in space often involves transferring between orbits, the orbit maps here are useful for finding efficient routes between, for example, you and Santa. You download a map of the local orbits (your puzzle in... | 194 |
--- Day 9: Explosives in Cyberspace ---
Wandering around a secure area, you come across a datalink port to a new part of the network. After briefly scanning it for interesting files, you find one file in particular that catches your attention. It's compressed with an experimental format, but fortunately, the documentat... | 195 |
--- Day 6: Signals and Noise ---
Something is jamming your communications with Santa. Fortunately, your signal is only partially jammed, and protocol in situations like this is to switch to a simple repetition code to get the message through.
In this model, the same message is sent repeatedly. You've recorded the repe... | 196 |
--- Day 25: Combo Breaker ---
You finally reach the check-in desk. Unfortunately, their registration systems are currently offline, and they cannot check you in. Noticing the look on your face, they quickly add that tech support is already on the way! They even created all the room keys this morning; you can take yours... | 197 |
--- Day 21: Springdroid Adventure ---
You lift off from Pluto and start flying in the direction of Santa.
While experimenting further with the tractor beam, you accidentally pull an asteroid directly into your ship! It deals significant damage to your hull and causes your ship to begin tumbling violently.
You can sen... | 198 |
--- Day 6: Tuning Trouble ---
The preparations are finally complete; you and the Elves leave camp on foot and begin to make your way toward the star fruit grove.
As you move through the dense undergrowth, one of the Elves gives you a handheld device. He says that it has many fancy features, but the most important one ... | 199 |
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