Circuitry

"Circuitry" is the seventh Test Chamber of Chapter 1 taking place in Test Track 02. It is the direct follow-up after Adhesion and contains 1 Slimeball and 4 Levers. The soundtrack playing in this chamber is "Circuitry", the fifth song of the album.

Description
The chamber is set up with a main "hub" area at the start leading to two seperate wings to the sides, both needed to solve the chamber. It is used to introduce the player to the usage of redstone throughout the rest of the testing track and teaches the basics of its behaviour.

Solution
At first, take the 8 redstone and the wrench out of the chest behind the pillar and use it to open the door to the right wing (even though the order is irrelevant). Then, flick the lever to lock the door open and recollect the used redstone.

To solve the first room of the right wing, use the redstone to connect the line from the torch on the wall to the repeater circle on the left side. Create a redstone loop to preserve the redstone power and break the redstone wire from the torch to the loop and use the gained redstone to connect to the red block on the wall to open the door. In the next room, flick the lever again and recollect the redstone. (From now on, this will be left out)

In the next room, you will have to find these patterns for redstone loops in the repeater maze. The first one is in the bottom left of the matrix, so connect the initial redstone torch on the wall to this loop, create a redstone circle and break the connecting redstone. The second repeater loop is in the top left section, directly above the now created loop, so create the loop there and break the remaining redstone in the old loop. From this point on, you can use the leftover redstone to connect to the red block in the wall to progress to the next chamber.

In the following room, the procedure has to be repeated. The order of desired redstone loops is better explained in the picture to the right. The relevant repeater loops are found on the follwing sides of the maze: left, right, left, left, right. As before, with every repeater loop you need to create a redstone power loop and break all redstone not in the loop and continue to the next one. From the last one, you can connect it straight to the red block to open the door. Behind which, you will find a chest containing a slime ball, collect that, break all the redstone and continue through the door to the main hub. Reconnect the paths to the left door and continue to the left wing.

The first room introduces redstone loops with one repeater. As before, use these redstone loops to create a new infinite power source to connect to the next one and break the old one until you are able to connect to the red solution block.

In the second room, you need to pursue a rather unknown mechanic of minecraft called signal locking. If a repeater gets powered from the side by another repeater, it keeps that state until it is unlocked, allowing us to use it like this: (Mind the order of action!) Connect the torch to the repeater facing the left wall, then the repeater running into the other. Then, you can remove the wiring from the back repeater (without disconnecting the other) and use the remaining redstone to open the door.

The following room takes that principle one step further, by requiring you to practice the procedure twice over. The image on the right shows you how to solve this room step-by-step to make it easier to understand. For simplicity's sake, we will label the repeaters like this: The repeater leading to the red block is repeater one. The two repeaters running into that will be called repeater 2, and the one running into these is repeater 3. First, power repeater 3, then one, unpower repeater 3 and directly repower it. Now, remove all redstone other than the two powering repeater 3 and connect repeater 1 to the red block in the wall to open the door.

The last room of the wing now makes use of a piston pushing you upwards to a ladder, where you need four redstone to solve it. The puzzle requires the same order of action as the last one, with the exception of you needing to stand on the piston to get pushed up when placing the redstone next to it.

Up there, collect the second slimeball, progress to the exit door and open it using the two slimeballs. Chamber solved!

◀ Chapter Overview Page | ⬅ Chamber 6: Labyrinth | Chamber 8: Ascension➡