“ | Use the crystal filters to change the Zoombini's reflection; it will give them crystal-slamming protection. | ” |
~ Narrator prior to Mirror Machine on Not So Easy |
Mirror Machine is the second puzzle in the Mountains of Despair region of Logical Journey of the Zoombinis. After passing through The Lion's Lair, the Zoombinis meet a mysterious mirror machine, with various filters that the player can use to change the reflection of the mirrors on the giant hanging crystal blocking the way of the Zoombinis' path. Passing this puzzle accesses Bubblewonder Abyss.
Premise[]
A crystal hangs over a gap in the rails. The player is provided with a number of filters, and must arrange them on either side of the crystal to make the image of the Zoombini on the left side of the crystal match the reflection on the right side of the crystal. The crystal lifts up if the images match, allowing the Zoombini to safely ride the cart over to the other side. If the two images do not match, the crystal will lower, causing the Zoombini to smack into it and fall into the gap.
In-game Help Text[]
Not so easy[]
The Mirror Machine requires matching reflections before allowing Zoombinis to pass. Find matches between Zoombinis in your group and the reflections located on the right side of the wall. When you're ready, place a Zoombini on the cart and a matching image into the mirror on the opposite end and then click the lever. If the images are identical, the Zoombini will pass to the other side. If not, the Zoombini will be knocked back to the Shade Tree base camp. Click on the lever again to clear the images and continue playing.
Oh, so hard[]
The Mirror Machine requires matching reflections in the center crystal before allowing Zoombinis to pass. Notice how the images of your Zoombinis and the reflections on the other side change as they pass through the filters. For example, a filter with shaggy hair will transform ponytail hair of a Zoombini to shaggy hair. When you're ready, place a Zoombini on the cart and the correct filter on the opposite end and then click the lever. If the projected images are identical in the center crystal, the Zoombini will pass to the other side. If not, the Zoombini will be knocked back to the Shade Tree base camp. Click on the lever again to clear the images and continue playing.
Very hard[]
The Mirror Machine requires matching reflections in the center crystal before allowing Zoombinis to pass. Place the attribute filters in an order that will transform the Zoombini images and make this possible. For example, a filter with shaggy hair will transform the ponytail hair of a Zoombini to shaggy hair. You can place up to three filters on either side of the center crystal. When you're ready, place the correct filters on either side of the center crystal and then click the lever. If the projected images are identical, the Zoombini will pass to the other side. If not, the Zoombini will be knocked back to the Shade Tree base camp. Click on the lever again to clear the images and continue playing.
Very, very hard[]
The Mirror Machine requires matching reflections in the center crystal before allowing Zoombinis to pass. Zoombinis are sent through two at a time so it is necessary to place filters that will successfully transform both Zoombinis. Place the attribute filters in an order that will transform the Zoombini images and make this possible. You can place up to three filters on either side of the center crystal. For example, a filter with shaggy hair will transform the ponytail hair of a Zoombini to shaggy hair. When you're ready, place the correct filters on either side of the center crystal and then click the lever. If the projected images are identical, the Zoombini will pass to the other side. If not, the Zoombini will be knocked back to the Shade Tree base camp. Some filters display changing attributes and the transformation will vary depending on the image of the Zoombini. For example, a filter with blinking hair styles will change the hair style of a Zoombini, but the transformation will be different depending on the original hairstyle of the Zoombini.
Pre-Journey Narration[]
Not So Easy[]
Use the crystal filters to change the Zoombini's reflection; it will give them crystal-slamming protection.
Not So Hard[]
Use the crystal filters to change the Zoombini's reflection; it will give them crystal-slamming protection.
Very Hard[]
Deeper into the mountains they go, fighting their fears and the occasional family of bats! They arrive at the room where they can reflect on the appearance on a... mysterious machine.
Very, Very Hard[]
TBA
Detailed Mechanics and Rules[]
Depending on difficulty, the Zoombinis will arrive either on the lefthand stone ledge ("Not So Easy" and "Not So Hard") or riding on carts ("Very Hard" and "Very, Very Hard"). Either way, the Zoombinis will wait on carts near the edge of the steep contour, before the player can release a lever to shine the light at both sides of the giant hanging crystal. If both reflections match, the giant hanging crystal raises itself, letting the Zoombini through; otherwise, it lowers, and the Zoombini falls down with only the cart remaining.
On "Not So Easy", the player simply needs to match a Zoombini with its corresponding reflection via a filter on the righthand end. On "Not So Hard", a filter of a Zoombini is already provided, and the player needs to place additional filters between either end in order to produce matching reflections; the player needs to match a Zoombini with the correct set of filters. "Very Hard" introduces blinking filters, while "Very, Very Hard" adds a second rotating filter on the righthand side whose reflection must match the reflection of the next Zoombini in queue.
The blinking attributes are transformed by whatever is just behind them in the same attribute category. If there are multiple layers, including multiple blinking layers, each layer will be newly transformed by the one behind it. The transformations are consistent and happen according to the attribute chart.
When an alternating/blinking attribute is placed in front of another attribute of the same category, whether the other attribute is blinking or static, the blinking attribute is determined by the last layer of that attribute category, and shifts that attribute to the right by one column (i.e. a blinking nose attribute would turn a Blue nose to Yellow, a Yellow nose to Pink, etc.)
If you layer blinking attributes over one another, they will also change if what's behind them changes. For example, if you place a blinking eye attribute over Sunglasses, it will become Spectacles. If you place a second blinking eye attribute over the first, it will become Cyclops. If the Sunglasses were to change to the Beady eyes, then the first blinking attribute would change to the Sleepy eyes, and the second blinking attribute would change to the Sunglasses.
Mathematics[]
This puzzle, at least in higher difficulties, requires formulaic thinking. Players must balance both sides of the crystal with the same attributes, with the puzzles ranging from having two static sides, to one static, to two Zoombinis and two reflections that must both be matched up with the same set of crystal filters. These means that both sides must remain equal even when certain variables change.