Life is A Test 2: Test Harder (Quite A Bit Harder)

by Brony_of_Brody


Pinkie In Peril: The Bar Is Raised...Pretty High

Climbing the first part of the mountain takes several hours, but soon, you and Twilight come across what appears to be a cavern, with some sort of pink glow coming from within - as well as a seemingly lackadaisical humming. Identifying the voice as Pinkie's, both of you rush inside.

The scene before you is Pinkie, tied to a rope, about to be dangled into what appears to be a pit of lava. She comments that it's a bit slow...and also a bit warm in here, until the rope turns her around and she spots the pair of you. Sh'ed wave, but she's a bit tied up at the moment.

All of Twilight's attempts to try and magic Pinkie over to your side seem to fail, until you realise that the mountain itself is actively suppressing magic on every front: it would seem that wits are pretty much the only way forward in this quest. As is often the case with you, you unlucky berk, you're going to have to try and rescue her before she goes in the molten deep fryer.

Fortunately (and suspiciously rather conveniently) the rope is attached to a crane arm, which can be operated through some sort of device. A quick look at the screen in front of you shows three sequences of numbers, which you hypothesise will bring Pinkie over to your side and allow you to untie the rope, freeing her from captivity, as long as you enter the correct numbers for each sequence. The first sequence will raise the arm, the second will swing the crane over to you, and the third will lower the arm within your reach. Twilight offers to just fly up once you've brought her out the lava, but it's kind of a jerk move to interrupt you in the middle of your mojo.

Ignoring practicality for a moment, what exactly ARE the numbers at the end of each sequence meant to be?Better screw that thinking cap on, because you have a feeling these will probably be the least fun puzzles you've ever worked on...