The hints on the notes lead to two different codes for the safe
A code lock with hints such as "one number is right and in the right place" is only fair if one code fits them all. Counting hint matches by hand goes wrong when digits repeat. This entry tries every code and reports how many fit.
Why this works
A hint is a promise about every code that is allowed to be the answer. Instead of reasoning about the hints by hand, try all codes and keep the ones that keep every promise; the survivors are the truth, and the count tells you if the puzzle is fair.
When not to use it
Trying every code stops working once the code is long, such as a twelve-character password. For those, give the player a way to narrow things down step by step, and check the first steps by reasoning about what each hint rules out.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 33 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "The hints on the notes lead to two different codes for the safe" (read_entry safe-code-hints-give-one-code) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP