URAIMSIA PORTAL #2

Information about the cover image:

 


The Ivory Tunnel, also known as Glerland.

 

Below are enlarged images of the high-resolution display panel from the brand URAIMSIACO, located on the floor of the Ivory Tunnel, in the bottom-left corner of the image shown above.

Below, as a point of interest, is the URAIMSIACO Prison Arcology, embedded in a mountain range somewhere in the multiverse of THE URAIMSIA GAME.

"To unlock the portal, Aces #2 must claim the five parts of key #3, and Aces #1 must claim the remaining one part of Key #3 by solving the five challenges assigned to them: Figure out the codes, interpret the deep symbolism of the world, guide the Chosen Interdimensional Travelers (ITs) from A to Z, and figure out the real objective of some puzzles.

Success in URAIMSIA depends entirely on general knowledge and logical skills, not chance or guesswork.”

The Story Behind the URAIMSIACO Prison Arcology

 

A note about the story: This is a work of interactive fiction. Names, characters, places, and incidents are products of the author's imagination or are used fictitiously, combining scientific concepts for the purposes of entertainment and puzzle-solving.

 

A note about Names and Entities: GLERLAND and THALAGGHORTHA are strictly fictional quantum entities and interdimensional guardians native exclusively to the dimensions of THE URAIMSIA GAME. They hold no religious, divine, or dogmatic significance in any real-world belief system, nor are they gods within THE URAIMSIA GAME. On the contrary, GLERLAND and THALAGGORTHA are mortal beings, though they belong to other dimensions. However, they are not evil; rather, they symbolize the need for study to overcome obstacles; and, above all, the importance of being at peace with oneself and the world. THE URAIMSIA GAME is an engine for cognitive expansion.

Etymologically, GLERLAND is simply a conceptual nod to the icy landscapes of northern regions like Iceland. "Gler" means glass and mirror in both Modern Icelandic and Old Norse. However, under certain conditions, transparent, colorless glass bears a resemblance to ice. THALAGGHORTHA is a completely invented word with no translation or meaning in any human language, created solely to designate this unique quantum being.

If anyone attempts to speculate or impose hidden meanings to GLERLAND or THALAGGORTHA, they are essentially creating a different story and a different game. I congratulate their creativity and encourage them to develop their own project, provided it remains completely separate from mine.

 

A note about energy, frequency, and vibration: Think about the world in terms of energy, frequency, and vibration, as Tesla so aptly taught. Our bodies generate energies, frequencies, and vibrations, and matter is simply energetic frequencies vibrating in specific patterns. Sciences that study how energies, frequencies, and vibrations alter the functioning of the organism: Psychoneuroimmunoendocrinology (PNIE), Neurobiology of Stress, Epigenetics, Psychosomatic Medicine.

 

A note about the Psychological and Allegorical Nature of URAIMSIA:

It is essential to clarify that all objects, symbols, characters, and entities within THE URAIMSIA GAME function strictly as psychological tools designed for learning, logical reasoning, and mental organization. They can be compared to the original concept of the neteru in Ancient Egypt: rather than literal gods, they represented fundamental principles, forces of nature, and aspects of the human mind.

Think of all objects in THE URAIMSIA GAME having the same metaphorical status as the bee.

Therefore, under no circumstances should any element in URAIMSIA be confused with, or interpreted as, a 'god', a magical amulet, a talisman, or a religious/esoteric artifact. THE URAIMSIA GAME is not a platform for mysticism, dogmas, or worship; it is an interactive engine for cognitive expansion, strictly grounded in logic, science, and general knowledge.

 

A note for the haters: Think better before attacking me, since the entire story of “The URAIMSIACO Prison Arcology,” URAIMSIA PORTAL #2, and the entire stories of all other portals of THE URAIMSIA GAME have references already explored in works such as The Matrix, Predestination, Interstellar, Dark City, Dark, The Thirteenth Floor, 12 Monkeys, Black Mirror, The Cell, eXistenZ, Event Horizon, Sphere, Arrival, 2001: A Space Odyssey, Inception, Everything Everywhere All at Once, Ready Player One, Blade Runner, Upgrade, Ghost in the Shell, Elysium, Stranger Things, Live Die Repeat: Edge of Tomorrow, 3 Body Problem, DUNE, LOST, among others.

 

In THE URAIMSIA GAME, the avatar can be in two places at the same time because this is a law in THE URAIMSIA MULTIVERSES AND MULTIDIMENSIONS.

 

To differentiate the two Avatars described above from the other Avatars in the game, they will be referred to as the player’s Avatar #1, henceforth referred to most of the time simply as Aces #1and the player’s Avatar #2, Henceforth referred to most of the time simply as Aces #2.

 

Aces #1 is in the Ivory Tunnel; Aces #2 is within the Ivory Platform shown on the screen of the large, high-resolution URAIMSIACO television (In reality, they are somewhere in the URAIMSIA MULTIVERSES and MULTIDIMENSIONS called “The URAIMSIACO Prison Arcology”).

 

By default, Aces #2 is any one of the 26 Interdimensional Travelers on the Ivory Platform, as this Avatar is always the Guide. That is, the first of the 26 Interdimensional Travelers correctly chosen to cross the Glass Skywalk Over the Endless Abyss will be identified Ace #2, the Guide.

In total, there are 27 Interdimensional Travelers.

However, GLERLAND — The Ivory Tunnel — possesses quantum properties, allowing it to transmute itself into any substance, such as vegetable ivory.

 

The puzzle holds Key #3 split into 6 parts. To get the complete Key #3 and level up, Aces #2 and Aces #1 must solve all 10 Challenges.

 

Below, from left to right, are the six parts of Key #3:  Red Ruby Tetrahedron, Green Emerald Cube, Yellow Diamond Octahedron, Violet Amethyst Dodecahedron, Blue Sapphire Icosahedron, and the Black Phi Axis. When the 6 parts are gathered together, they will form Key #1, the QuBit Blueprint, that will activate Spacecraft #1.

Each challenge consists of codes that are actually in plain sight, but skills in general knowledge and logic are required to perceive them.”

 

Key #3 consists of six parts, as follows: each of the Challenges assigned to Aces #2 equates to one part, or one-sixth, meaning that their five Challenges account for five-sixths; meanwhile, each of the Challenges assigned to Aces #1 equates to one-fifth of one part, meaning that their five Challenges account for the remaining one-sixth.

 

ITs stand on the Ivory Platform, overlooking the URAIMSIACO Prison Arcology — a landscape in a remote region somewhere in URAIMSIA MULTIVERSES and MULTIDIMENSIONS.  

There isn't another person for thousands of kilometers, and there is no possibility of turning back.

Characters (inhabitants) living in URAIMSIA cannot see ITs, nor can electronic instruments detect their presence.

The Ivory Platform is bound by force fields. Within the area they enclose, oxygen is not replenished; consequently, Aces #2 is bound to figure out the codes, by observing the entire image, to obtain five-sixths of Key #3 that allow ITs to be accepted by the Amber Light Portal.

The remaining one-sixth is provided by Aces #1, who also observes the entire image. 

Or else they will face imminent death.

Their deaths mean they return to the Library located in the Black Tower at the All-White Environment.

Be aware of the following: In THE URAIMSIA GAME, death is not physical, but moral. Seconds before physical death occurs, Interdimensional Travelers are transformed into information and sent to further their studies. However, they experience the discomfort of physical death and realize that they do not know everything, thereby becoming humbler.

The goal is to arrive at Spacecraft #1 to get to travel to another URAIMSIA PORTAL.

Aces #1 and Aces #2 can try to solve the challenges until time runs out.

THALAGGHORTHA is a powerful energetic quantum being that guards the Ivory Tunnel against intruders. THALAGGHORTHA is a servant of GLERLAND, who is the Ivory Tunnel itself. Only those interested in diligently learning the wonders of hidden meanings and advancing mentally are granted to access the Quantum Isolation Suit.

Information about the Quantum Isolation Suit

Quantum Isolation Suit is a symbiotic, biomechanical armor type “The BPSY” (acronym for “The Black Phi Suit Y”, also known as “The Bee PSY” or “The Bee PostScript Y”). Be aware of understanding the Suit as the Axis in the Black Phi Axis, so the “S” in Suit stands for Spindle, that is a synonym for Axis in this sense.

 

A biomechanical suit is a technological garment designed to interact with the human body, assisting, monitoring, or enhancing movements based on biomechanics and anatomy. Main Types and Applications Exoskeletons and flexible exosuits: Textile garments with artificial muscles or mechanical systems that reduce muscle fatigue and help with locomotion for people with reduced mobility or astronauts.

 

A symbiotic suit or armor in fiction is a living, semi-sentient, or bio-digital entity that physically bonds with a host organism to function as wearable protection, an exoskeleton, or enhanced clothing.

 

Common Capabilities

  • Superhuman Enhancement: Multiplies strength, speed, durability, and reflexes.
  • Shapeshifting: Forms weapons, tendrils, wings, or civilian disguises directly from suit biomass.
  • Autonomous Survival: Provides life-support, filters toxins, and heals the host's injuries.
  • Mental Interface: Responds instantly to the wearer's thoughts rather than manual controls.

 

Notable Examples in Fiction

  • Venom and Carnage (Marvel Comics): The quintessential alien Klyntar symbiotes that bond with human hosts like Eddie Brock or Cletus Kasady.
  • Blue Beetle / The Scarab (DC Comics): An alien artifact (Khaji-Da) that forms a high-tech, symbiotic armor around Jaime Reyes.
  • The Guyver (Guyver: The Bio-Booster Armor): An alien bio-machine unit that transforms its human host into a powerful armored warrior.
  • The Witchblade (Top Cow / Image Comics): A sentient, supernatural artifact that manifests as a gauntlet and symbiotic armor.
  • Endo-Sym Armor (Marvel Comics): Model 50 smart-metal armor created by Tony Stark using symbiotic biology principles.

 

1. The Core Concept: The Symbiotic Subversion

In traditional fiction, symbiotic biomechanical suits or armors (like Venom, The Guyver, or The Witchblade) act as volatile parasites. They grant power but slowly erode the user’s sanity, causing madness or loss of identity.

TBPSY completely subverts this trope.
In this universe, the suit does not corrupt the mind; it stabilizes it. The deeper the symbiosis, the more lucid, anchored, and awakened the user becomes. The armor functions as a secondary cortex and a psychological filter, organizing the user's mind and clearing out mental noise.

 

2. The Universal Metaphor: "The Bee PSY" or “The Bee PostScript Y”

To ground this subversion in a globally respected motif, the suit is colloquially or code-named "The Bee PSY” or “The Bee PostScript Y." This choice provides a deep narrative layer that ties directly into the mechanics of mental clarity:

  • The Mind as a Garden: Without the suit, the user’s mind is flooded with intrusive thoughts and chaos. The suit acts like a bee — selectively landing on the "best flowers" (constructive thoughts) and cross-polinating them to build focus.
  • The Geometry of Sanity: The suit organizes fragmented memories into a perfect, geometric mental structure, akin to the hexagonal hives built by honeybees.
  • The Hive Mind of the Self: Instead of stripping away individuality, the "Bee" protocol anchors the wearer into a greater awareness of their ecosystem, shifting focus away from a fragile ego toward a state of balanced hyper-consciousness.

 

3. Cryptic Narrative: The Layers of "Y"

To keep the global audience engaged and fuel online community theories, the full meaning of the acronym TBPSY (The Bee Phi Suit Y, the Bee PSY or the Bee Postscript Y) is hidden across collectible logs and environmental storytelling. The letter Y holds multiple, expanding philosophical and scientific meanings discovered progressively by the player:

  1. The "Why" (Philosophical Quest): The suit represents the ultimate question that drives science and existential inquiry. It forces the wearer to actively seek the truth of their world.
  2. The Y-Axis (The Self vs. Ego): In Cartesian geometry, the X-axis represents the horizontal, material plane (the Ego). The Y-axis represents the vertical plane of depth, ascension, and individuation (the Jungian Self). To synchronize with the suit, the wearer must reduce the chaotic "noise" of the Ego to carve out and elevate the Y-axis of the Self.
  3. The Bifurcation (Moral Choice): Visually, the letter Y represents a fork in the road (the classic Pythagorean Y). The suit does not force sanity on the wearer; it presents them with distinct moral forks, requiring conscious, lucid choices to maintain stability.

Consider the process of choosing good thoughts and intentions like bees selecting flowers to gather the best nectar for the finest honey. Both pollen and these good thoughts and intentions are akin to Platonic solids — the building blocks of worlds.

The more Challenges the player solves and Platonic solids they collect (each symbolized by a gem), the more quantum properties the Bee PSY will unlock, such as strength, speed, and aiming power.

"The Bee Psy”, or "The Bee PostScript Y", only reveals their powers after getting into "The Glass Skywalk Over the Endless Abyss."

P.S. or p.s. is short for postscript, which come from the latin postscriptum, meaning “written after”. In this case, "written after" refers to the life led after the player commits to their studies and sets their sights on a moral path, working industriously like a bee, to improve both their own life and that of the community.

 

The Bee PSY grants the power of invisibility. Therefore, Aces #1 will be transformed into a quantum being capable of slipping past THALAGGHORTHA unnoticed to advance to the next level.

 

“Due to a localized anomaly in the space-time fabric near the Ivory Tunnel, failing a challenge does not result in immediate permanent death for ITs on the Ivory Platform and Aces #1. Instead, incorrect codes trigger a 'Groundhog Day' effect. Time resets, placing the ITs back at the start of the Ivory Platform, and placing Aces #1 back at the start of the House section in the Ivory Tunnel, fully intact but trapped in a loop until Aces #2 and Aces #1 successfully solve the puzzle; due to the intertwining of dimensions, ITs and IT experience profound intellectual and emotional shifts in perception, a cognitive expansion akin to what the character Louise experiences in the film 'Arrival', rather than literal temporal clairvoyance."

To save themselves, ITs are bound to walk across the man-trap, where the prison entrance is located. They must get into the prison so they can leave on their own by figuring out the code for Challenge #6.

They are bound to reach the Meeting Spot, the Emerald X engraved into Sapphire Platform #1, where their transportation to the Amethyst Cube will take place.

Upon completing Challenges #1 through #5, Aces #1 and Aces #2 will deactivate the force field at the man-trap entrance and open the access portal to the prison.

However, the ITs will only be able to leave the prison after completing Challenge #6. To reach the Emerald X, the ITs must be accepted by the Amber Light Portal located near the exit of The URAIMSIACO Prison Arcology. To be accepted by the Amber Light Portal, the ITs must complete Challenge #6. The Amber Light Portal will only become visible after Challenge #6 is completed. The exit is through the same portal used for entry.

The Amethyst Cube serves as a portal that transports ITs to another dimension within the Glass Skywalk Over the Endless Abyss.

If either of the two Avatars fail, the oxygen will run out causing the ITs' agony. Seconds before physical death occurs, Interdimensional Travelers are transformed into information and sent back to the Library located in the Black Tower at All-White Environment.

Aces #2’ Algorithm 

 

Begin #1

Step #1: Aces #2 is bound to choose one of the five Challenges assigned to ITs.

Step #2: What Challenges has Aces #2 completed: #1, #2, #3, #4, #5?

Step #3: Has Aces #2 already completed all five Challenges?

Step #4: If yes, go to Step #6.

Step #5: Else, go back to Step #1 and choose one more missing Challenge to obtain another one-fifth of Key #3.

Step #6: Is Aces #2 sure of their answers?

Step #7: If yes, insert the Scroll into the Ivory Column.

Step #8: Else, go back to Step #1 and think better if you want to change some answers. But be aware of that time is running out.

End #1

Aces #1 is in the Ivory Tunnel.

The Ivory Tunnel consists of two sections: the House, a space defined by the two side walls and two glass-like protective panels: one separating THALAGGORTHA from Aces #1, and the other separating Aces #1 from the outside world; and the Arena, a space defined by the two side walls, the glass-like protective panel separating THALAGGORTHA from Aces #1, and the rear wall containing the door that leads to the Horn Cube. It is called the Arena because it represents the obstacle, THALAGGORTHA, that Aces #1 is bound to overcome to claim their realm, the Horn Cube, transformed into a spacecraft through hyperdimensional resonance.

By observing the complete image, Aces #1 is bound to discover the codes to obtain one-fifth of the one-sixth of Key #3 assigned to them.

If either of the two Avatars fail, the protective glass-like panel separating THALAGGORTHA from Aces #1 will vanish and they will be electrocuted by THALAGGORTHA. But seconds before physical death occurs, Interdimensional Travelers are transformed into information and sent back to the Library located in the Black Tower at All-White Environment.

 

Aces #1’ Algorithm

 

Begin #2

Step #1: Aces #1 is bound to choose one of the five Challenges assigned to them.

Step #2: What Challenges has Aces #1 completed: #1, #2, #3, #4, #5?

Step #3: Has Aces #1 already completed all five Challenges?

Step #4: If yes, go to Step #6.

Step #5: Else, go back to Step #1 and choose one more missing Challenge to obtain another one-fifth of one-sixth part of Key #3, that sets the two Scrolls in motion.

Step #6: Are Aces #1 sure of their answers?

Step #7: If yes, insert the Scroll into the Bee PSY.

Step #8: Else, go back to Step #1 and think better if you want to change some answers. But be aware of that time is running out.

End #2

The Form-Style Scroll below possesses quantum properties.

Aces #2 writes the solutions to the five Challenges assigned to the ITs on their Scroll, and Aces #1 writes the solutions to the five Challenges assigned to them on their Scroll.

In the explanations provided for the solutions, Aces #2 and Aces #1 cannot use the number 0 (a number is the abstract mathematical idea or concept of quantity, size, or order) by means of any of the following numerals (a numeral is the specific written symbol, character, or word used to represent that number): the digit 0 and its various written forms in any language. The player must enter a different symbol in their place that represents the same value.

Think of it like a word: the number is the meaning in your mind, while the numeral is its physical written representation.

For example: the multiplication 5 × 20 = 100 — or "five times twenty equals zero" — is incorrect in either format because it involves the digit 0 or the word "zero."

The empty set symbol and the numeral 0 are not the same thing. They represent completely different mathematical concepts.

Here is the simple difference between them:

Numeral 0 (Zero): It is a number. It represents a quantity of nothing or the absence of value in a count. For example, if you have 0 apples, you have no apples at all. Zero is a real number that you can use for addition and subtraction.

Empty Set Symbol (∅): It is a concept from set theory. It represents a set that contains no elements. For example, imagine a box meant to hold soccer balls. If the box is completely empty, we call this an empty set. The symbol ∅ indicates that the box exists but contains nothing.

The box analogy:

The number 0 is like having a box with the number 0 written on it, meaning the weight or quantity of items inside is zero.

The empty set (∅) is like a completely open box with nothing inside. The box itself still exists as a container (the set), but there are no objects inside it.

 

Once confident in their answers, Aces #2 is bound to insert their Form-Style Scroll into the square opening measuring 11 cm on each side atop the Ivory Column, and Aces #1 is bound to insert theirs into the Bee PSY.

As soon as they insert their Scrolls into their respective Interdimensional Quantum Fold, they will be instantly transported to a SPECIAL ROOM, having dimensions equal to a Golden Rectangle, where their performance will be evaluated.

From the SPECIAL ROOM, ITs can see what is happening in their respective Scroll Interdimensional Quantum Fold borders via images displayed on the walls. However, ITs can’t see IT, and vice versa, because the Special Room is divided into two sections.

If all ten challenge solutions are correct, the Scrolls enter their respectively Interdimensional Quantum Fold causing two Horn Cubes, measuring 10 cm edge, emerge rotating from the Implicate Order. Both materializes with the solutions engraved in glowing golden characters across its six faces:  one of them upon the Ivory Column center, now known as Horn Cube #2, and the other upon Aces #1’ the Bee PSY center, now known as Horn Cube #1.

Both Horn Cubes will move close to their respective Avatars and will follow them wherever they go.

ITs and Aces #1 are transported back to the places where they were before going to the Special Room.

 

Below is an image of the Horn Cube, which possesses quantum properties.

 

Conceptual Preview: Dynamic Quiz Battles

As they stand within the URAIMSIACO Prison Arcology, the Interdimensional Travelers pass through dimensional rifts, via the Implicate Order, into worlds where they battle various monsters. To defeat them, the Aces #2 must answer a series of quiz questions. However, this game mechanic is planned as a potential future update, depending on the ongoing development of the project. These battles are designed to both educate and entertain players.

 

(Note: This is an example of a planned future mechanic subject to development).

In future expansions, crossing dimensions will require more than just solving visual puzzles; it will require specific knowledge applied in real-time encounters.

Example 1: The River Crossing

If an Interdimensional Traveler needs to cross a treacherous river within the Implicate Order, they cannot simply pay with gold. To secure a boat from the ferryman, Aces #2 must correctly answer a sequence of Science, Humanities, Arts, Sports, and others questions. Failing the quiz means seeking a longer, more dangerous route.

Example 2: Creature Encounters

Imagine crossing paths with a creature like Aigamusha. Since this entity, true to its original tradition, does not possess eyes on its hands to see its surroundings, overcoming or bypassing it might trigger a quiz, containing Science, Humanities, Arts, Sports, and others questions. Aces #2 would need to answer questions correctly to deduce the creature's sensory blind spots and guide the Traveler safely past it.

 

The code found in the Black Phi Axis Challenge, Challenge #6, will cause the Black Phi Axis to rotate at near-light speed and attract the Platonic solids, making the entire assembly glow with intense white light. Key #1 is precisely this assembly, also known as the QuBit Blueprint.

The two scrolls emerge from the Implicate Order, moving toward the Avatars to whom they belong. They float near the hearts of their respective Avatars.

In the area within the URAIMSIACO Prison Arcology where the ITs are located, a large URAIMSIACO-branded display shows an image of the prison, challenging them to find the code that grants access to freedom. The URAIMSIACO Prison Arcology image displayed on URAIMSIACO-branded display got a message written in highlighted green that utters "Just open the exit!" In the image, There's an arrow pointing to the exit. 

 

“You are in a maximum-security prison from which escape is impossible. The prison is entirely made of ivory and externally coated with a 33-meter layer of steel.

All prison staff are humanoid robots. All prisoners wear a brain implant that monitors all bodily activities and changes. Any combination of elevated blood pressure, heart rate, certain hormones, and activation of specific brain areas causes the implanted device to emit brainwaves that induce sleep in the prisoner.

You received a life sentence.

But there is a way for you to gain your freedom. To do so, you simply need to decode the puzzle in the image before you. The image is of the prison where you are confined.

You can choose one or more digits from 0 to 9, but a maximum of only two characters can be engraved on the Horn Cube Made. For example: all numbers greater than 99 consist of three or more characters”.

The numbers you think of and choose are not linked to any lists of any kind. All the information you need is contained in the numerals.”

Aces #1 and #2’ Algorithm

 

Begin #3 

Step #1: Aces #1 and #2 are bound to figure out the codes that give access to exit the URAIMSIACO Prison Arcology. Go to the Black Phi Axis Challenge.

Step #2: How many solutions have Aces #1 and #2 figured out: #1, #2, #3, #4, #5, #6, #7, #8, #9, #10, #11?

Step #3: Have Aces #1 and Aces#2 already figured out all eleven solutions?

Step #4: If yes, go to Step #6.

Step #5: Else, go back to Step #1 and try to figure out one more missing solution to obtain another setting of the concept.

Step #6: Are Aces #1 and Aces #2 sure of their solution?

Step #7: If yes, put the Scrolls on their respective Horn Cube.

Step #8: Else, go back to Step #1 and think better if you want to change some answers. But be aware of that time is running out.

End #3

The same rule regarding the numeral zero described above applies to the explanations provided to support the different settings of the concept for accessing the URAIMSIACO Prison Arcology exit.

Aces #1 and Aces #2 write the solutions to the eleven settings assigned to them on their Scroll.

Once confident in their answers, Aces #2 is bound to put their Form-Style Scroll on Horn Cube Made #2, and Aces #1 is bound to put their on Horn Cube #1.

As soon as they put their Scrolls on their respective Horn Cube, they will be instantly transported to the SPECIAL ROOM mentioned above, where their performance will be evaluated.

From the SPECIAL ROOM, ITs can see what is happening in their respective Horn Cube via images displayed on the walls. However, ITs can’t see IT, and vice versa, because the Special Room is divided into two sections.

If all eleven setting solutions are correct, the Scrolls enter their respectively Horn Cube. Both Cubes will display the solutions engraved in glowing golden characters across its six faces.

This process will cause both Black Phi Axis attract the five Platonic solids, rotating them near-light speed…

 

The Black Phi AxisGN #9

 

  • 1: Sun (1)
  • 1: Light (1)
  • 2: De-scends (2)
  • 3: Bright-en-ing (3)
  • 5: All the world a-wakes (1+1+1+2 = 5)
  • 8: Life dan-ces in gol-den tra-ces (1+2+1+2+2 = 8)
  • 13: All cre-a-tion bows down to e-ter-nal har-mo-ny (1+3+1+1+1+3+3 = 13)

 

Below is a image of the Black Phi Axis, formed by black gems.

The twenty-seven black precious stones are:

  • Black Agate
  • Black Amethyst
  • Black Cat’s Eye Scapolite
  • Black Cherry Star Ruby
  • Black Diamond
  • Black Hermite
  • Black Jade
  • Black Jasper
  • Black Moonstone
  • Black Obsidian
  • Black Onyx
  • Black Opal
  • Black Pearl
  • Black Star Sapphire
  • Black Quartz
  • Black Spinel
  • Black Star Diopside
  • Black Sunstone
  • Black Tiger’s Eye
  • Black Topaz
  • Black Tourmaline
  • Hematite
  • Hypersthene
  • Jet
  • Magnetite
  • Neptunite
  • Shungite

 

…and transforming them into the QuBit Blueprint.

 

ITs and Aces #1 are transported back to the places where they were before going to the Special Room. ITs proceed with their journey.

The ITs become visible to other characters (inhabitants) and instruments within URAIMSIA outside the prison once they begin walking to the exit.

Completing Challenge #6 will open the exit, will reveal the Glass Skywalk Over the Endless Abyss, will make the Glass Skywalk Over the Endless Abyss force field vanish, and will make the ITs be accepted by the Amber Light Portal.

Upon arriving at the exit to the URAIMSIACO Prison Arcology, ITs are bound to bow through both the Amber Light Portal and the Round Opening in the Horn Wall, located on the Horn Platform.

The Round Opening leads to the Tunnel of Fireflies, where ITs walk while bowing. Fireflies perfectly synchronize their light pulses when they gather, so that their flashing frequency steadily increases until a brilliant green light floods the area.

At a certain point, however, torches mounted on the walls suddenly flare to life, revealing that they are inside a space bathed in amber light and enclosed by walls, floor, and ceiling made of the purest, most beautiful golden keratin. Then, they notice symbols moving across the walls and realize they are inside Horn Cube #2, now known both as ITs’ Key #2 (it will serve to open ITs’ Spacecraft #2 entrance) and ITs’ Spacecraft #3.

ITs’ Spacecraft #3 emerges from the Implicate Order. After rotating for eight seconds, it stops and begins to descend, landing on the Emerald X on Sapphire Platform #1. It gets dimensions of a small cube-like spacecraft, 10 m edge.

The Amethyst Cube emits a beam of violet light that transforms ITs’ Spacecraft #3 into information, uploading it into it, now known as Spacecraft #2. After transporting the ITs, ITs’ Spacecraft #3 rematerializes atop the Emerald X.

After completing its mission, ITs’ Spacecraft #3 transforms into its original dimensions, becoming once more Horn Cube #2 and vanishing by entering the Implicate Order.

Now it is time for Its’ Spacecraft #2 will guide them to a dimension where they will meet Aces #1, who will travel inside the Horn Cube, transformed into Aces #1’ Spacecraft #2.

At the end, the Ivory Platform transforms into Sapphire Platform #2, such that the two Sapphire Platforms pair up like twins.

Sapphire Platform #1 is a dimension within the area illuminated by the violet beam projected by the Amethyst Cube onto a wide variety of surfaces, such as the ground, floors, and water.

Once the ITs begin their journey inside ITs’ Spacecraft #2, Aces #1 will gain access to the Bee PSY needed to pass through THALAGGHORTHA.

Horn Cube #2 assigned to the ITs, and the one assigned to Aces #1 will become one as follows: ITs' Horn Cube #2, having just submerged into the Implicate Order, emerges in the Ivory Tunnel, where it merges with its respective match, Aces #1' Horn Cube #1. The unification of the two Horn Cubes gives birth to the Complete Horn Cube that will serve as Aces #1’ Key #2.

Key #2 will cause a protective glass to emerge from the Implicate Order behind Aces #1 and simultaneously will cause the protective glass separating THALAGGHORTHA from Aces #1 vanish. In the meantime, the Bee PSY submerges in the Implicate Order and emerges already covering Aces #1' entire body, now known as Aces #1’ Spacecraft #1; and will unlock the door at the crest of the staircase within the Arena.

The door heads for inside Aces #1’ Spacecraft #2.

The complete Horn Cube submerge into the Implicate Order.

The complete Horn Cube will emerge near the doorway at the top of the staircase to unlock the door;

However, the complete Horn Cube will only emerge when Aces #1 is about to get into the corresponding doorway.

After bypassing THALAGGHORTHA, ascending the staircase, and unlocking the door, Aces #1 encounters the complete Spacecraft-like Horn Cube, now known as Aces #1’ Spacecraft #2, identical in size to Aces #2’ Spacecraft #2.  

Aces #1’ Spacecraft #2 is the complete Cube Made of Horn that unlocked the door, after transforming into new dimensions and functions.

Upon entering this object, Aces #1 presence triggers a dimensional transport sequence where both cubes meet one another under the following condition: 'The two Cubes adjoin face-to-face, remaining perfectly aligned in essence while preserving their individual forms forever.'

Through this transformation, the reunited Cubes, now known as Spacecraft #1, function and appear as a single object shaped like golden rectangle.

QuBit Blueprint, Key #1, emerges from the Implicate Order inside Spacecraft #1.

Spacecraft #1 then activates, emitting a brilliant golden light. It executes a zigzag movement pattern similar to a lightning, accelerating to maximum speed within seconds.

Upon reaching maximum velocity, Spacecraft #1 transcends physical boundaries, proving once again the It From Bit theory as it converts into pure information, folding into the Implicate Order toward the next URAIMSIA PORTAL.

The perception of time depends on certain factors.

A note regarding the numbers in red in the Challenge images: They are not part of the codes to be figured out; rather, they serve as an interface allowing the player to translate the figured-out codes into the format required by each Challenge. In other words: The numbers in red are not codes to be cracked; they are the interface the player uses to translate the figured-out codes into the solution format demanded by each Challenge.

Note: All characters to be engraved on the Horn Cubes (the solutions required for each challenge) must be explained using the digits in red.

  • Challenge #1 requires Aces #2 to figure out one or more codes to determine which ITs (wearing robes marked with letters from A to Z) should advance to the next level, including himself; and Aces #1 is bound to figure out “how to guide the most ITs from the Ivory Platform to the Horn Platform using a single character to select them all.

 

Below, highlighted in neon green, is an image of the area where the codes should be looked for.

There are 8 solution levels for Aces #2 in Challenge #1:

 

Aces #2 is bound to figure out codes to obtain permission for the ITs to cross the URAIMSIACO Prison Arcology entrance.

 

If Aces #2 figures out “n” codes, then they will move “n” (meaning the number of ITs will match “n”) → awards (score).

 

Let S be the applying Solutions provided by Aces #2.

 

Let E be the subset of extremely hard solutions.

 

After verification against the answer key, for the individual solution s  S:

 

If s E, then there isX” solution(s)It awards (score).

 

Level #1: If 1 ≤ n ≤ 4, then they will move “n” ITs It awards 1 pt;

 

Level #2: If 5 ≤ n ≤ 8, then they will move “n” ITs → It awards 2 pts;

 

Level #3: If 9 ≤ n ≤ 12, then they will move “n” ITs It awards 3 pts;

 

Level #4: If 13 ≤ n ≤ 16, then they will move “n” ITs It awards 4 pts;

 

Level #5: If 17 ≤ n ≤ 20, then they will move “n” ITsIt awards 6 pts;

 

Level #6: If 21 ≤ n ≤ 23, then they will move “n” ITsIt awards 8 pts;

 

Level #7: If 24 ≤ n ≤ 25, then they will move “n” ITsIt awards 10 pts;

 

Level #8: If n = 26, then they will move “n” ITsIt awards 16 pts, represents one-sixth of Key #3 that sets the two Scrolls in motion, and the solution will be engraved on Horn Cube #2.

There is just one solution level for Aces #1 in Challenge #1:

 

Extremely Hard Level: If Aces #1 figures out “how to guide the most ITs from the Ivory Platform to inside the URAIMSIACO Prison Arcology using a single character to select them allmeaning the same character serves as the code for all of them,” then “X” solution is figure out → It awards (score).

 

Let S be the Solutions provided by Aces #1.

Let E be the subset of extremely hard solution.

 

After verification against the answer key, for the individual solution s ∈ S:

 

If s E, then there are X solution(s)It awards 50 pts. It represents one-fifth of one of the 6 parts of Key #3, that sets in motion the two Scrolls, and the solution will be engraved on Horn Cube #1.

 

The goal is to unite the parts that form Key #3, making it possible to set the Scrolls in motion and trigger the processes that will allow access to Spacecraft #1 for travel to another URAIMSIA PORTAL, and completing Challenge #6 is bounded to proceed.

 

Note #1: In Challenge #1Horn Cube #2 accepts multiple characters as the solution because there is a possibility that between 1 and 26 ITs will be accepted by the Amber Light Portal. Example: * (a single character is needed to select ITs A); * (a single character is needed to select ITs B); and so on. Therefore, the solution may consist of a single character or multiple characters used to select the ITs.

 

Note #2: A single character can be used to select one or more ITs.

 

Note #3: Each ITs can be selected by only a single character.

  • Challenge #2 requires Aces #2 to analyze the URAIMSIACO Prison Arcology entrance area to figure out codes, and it requires Aces #1 to figure out “30 or more profound or hidden meanings beyond those figured out by Aces #2”.

 

Below, highlighted in neon orange, is an image of the area where the codes should be looked for.

There are 8 solution levels for Aces #2 in Challenge #2:

 

Aces #2 is bound to figure out codes to obtain permission for the ITs to cross the URAIMSIACO Prison Arcology entrance.

However, Aces #2 is bound to analyze the codes already figured out in Challenge #1, now applied to the context of Challenge #2, which is restricted to the Amber Light Portal area.

It is a matter of determining "how to apply the same code and its concept — already figured out and satisfactorily explained by the Aces #2 — in other settings." The number of settings will determine how many ITs will cross the URAIMSIACO Prison Arcology man-trap.

 

If Aces #2 figures out “n” codes, then they will move “x” ITs awards (score).

 

Let S be the applying Solutions provided by Aces #2.

Let E be the subset of extremely hard solutions.

 

After verification against the answer key, for the individual solution s ∈ S:

 

If s E, then there isX” solution(s)It awards (score).

 

Level #1If 1 ≤ n ≤ 9, then they will move 4 ITsIt awards 1 pt;

 

Level #2If 10 ≤ n ≤ 18, then they will move 8 ITs → It awards 2 pts;

 

Level #3If 19 ≤ n ≤ 27, then they will move 12 ITs → It awards 3 pts;

 

Level #4If 28 ≤ n ≤ 36, then they will move 15 ITsIt awards 4 pts;

 

Level #5If 37 ≤ n ≤ 45, then they will move 18 ITs → It awards 6 pts;

 

Level #6If 46 ≤ n ≤ 54, then they will move 21 ITsIt awards 8 pts;

 

Level #7: If 55 ≤ n ≤ 63, then they will move 24 ITs → It awards 10 pts;

 

Level #8If 64 ≤ n ≤ 72, then they will move 26 ITsIt awards 17 pts, represents one-sixth of Key #3 that sets the two Scrolls in motion, and the solution will be engraved on Horn Cube #2.

There is just 1 solution level for Aces #1 in Challenge #2:

 

Extremely Hard Level: If Aces #1 figures out “30 or more profound or hidden meanings beyond those figured out by Aces #2,” then “X” solutions are figured out → It awards (score).

 

Let S be the Solutions provided by Aces #1.

Let E be the subset of extremely hard solution.

 

After verification against the answer key, for the individual solution s ∈ S:

 

If s E, then there are X solution(s)It awards 30 pts. It represents one-fifth of one of the 6 parts of Key #3, that sets in motion the two Scrolls, and the solution will be engraved on Horn Cube #1.

 

The goal is to unite the parts that form Key #3, making it possible to set the Scrolls in motion and trigger the processes that will allow access to Spacecraft #1 for travel to another URAIMSIA PORTAL, and completing Challenge #6 is bounded to proceed.

 

Note #1: The codes relate to the Amber Light Portal, located at the far end of the URAIMSIACO Prison Arcology man-trap. A single code may be counted more than once, provided the player's explanation for distinguishing between the instances is correct.

 

Note #2: A single character can be used to select one or more codes.

 

Note #3:Each code can be selected by only one single character.

  • Challenge #3 requires Aces #2 to figure out profound or hidden meanings in the image and in the Story Behind the Glass Skywalk Over the Endless Abyss; and Ace #1 is bound to figure out “500 or more profound or hidden meanings beyond those figured out by Aces #2”.

 

Below, highlighted in neon green, is an image of the area where the codes should be looked for.

There are 8 solution levels for Aces #2 in Challenge #3:

 

Aces #2 is bound to figure out profound or hidden meanings in the image and in the Story Behind the Glass Skywalk Over the Endless Abyss to obtain permission for the ITs to cross the Glass Skywalk Over the Infinite Abyss.

 

If Aces #2 figures out “n” meanings, then they will move “x” ITs awards (score).

 

Let S be the Solutions provided by Aces #2.

Let E be the subset of extremely hard solution.

 

After verification against the answer key, for the individual solution s ∈ S:

 

If s E, then there are X solution(s)It awards X pts.

 

 

Level #1If 1 ≤ n ≤ 200, then they will move 4 ITsIt awards 1 pt;

 

Level #2If 201 ≤ n ≤ 400, then they will move ITsIt awards 2 pts;

 

Level #3If 401 ≤ n ≤ 500, then they will move 12 ITsIt awards 3 pts;

 

Level #4If 501 ≤ n ≤ 600, then they will move 15 ITsIt awards 4 pts;

 

Level #5If 601 ≤ n ≤ 700, then they will move 18 ITs It awards 5 pts;

 

Level #6If 701 ≤ n ≤ 800, then they will move 21 ITs It awards 8 pts;

 

Level #7If 801 ≤ n ≤ 900, then they will move 24 ITsIt awards 10 pts;

 

Level #8: If 901 ≤ n ≤ 1000, then they will move 26 ITsIt awards 17 pts, represents one-sixth of Key #3 that sets the two Scrolls in motion, and the solution will be engraved on Horn Cube #2.

There is one solution level for Aces #1 in Challenge #3:

 

Extremely Hard Level: If Aces #1 figures out “500 or more profound or hidden meanings beyond those figured out by Aces #2,” then “X” solutions are discovered → It awards (score).

 

Let S be the Solutions provided by Aces #1.

Let E be the subset of extremely hard solution.

 

After verification against the answer key, for the individual solution s ∈ S:

 

If s E, then there are X solution(s)It awards 50 pts. It represents one-fifth of one of the 6 parts of Key #3, that sets in motion the two Scrolls, and the solution will be engraved on Horn Cube #1.

 

The goal is to unite the parts that form Key #3, making it possible to set the Scrolls in motion and trigger the processes that will allow access to Spacecraft #1 for travel to another URAIMSIA PORTAL, and completing Challenge #6 is bounded to proceed.

 

  • Challenge #4 requires Aces #2 to figure out one of the two characters that connects all the codes found in Challenge #3; that is, the character must reveal what all the codes found in Challenge #3 have in common; and Aces #1 is bound to figure out “the other Character”.

 

Below, highlighted in neon orange, is an image of the area where the code should be looked for.

There are 4 solution levels for Aces #2 in Challenge #4:

 

 

Aces #2 is bound to figure out one of the two characters that connects all the codes found in Challenge #3; that is, the character has to reveal what all the codes found in Challenge #3 have in common to obtain permission for the ITs to cross the Glass Skywalk Over the Infinite Abyss. It is worth noting that one-sixth of Key #3 is awarded only for the most extreme difficulty level in each Challenge.

 

If Aces #2 figures out “n” codes according to types of solutions, then they will move “x” ITs awards (score).

 

Let S be the Set of solutions provided by Aces #2.

 

Let O be the subset of obvious / easy solutions.

Let M be the subset of moderate solutions.

Let D be the subset of difficult / hard solutions.

Let E be the subset of extremely hard solutions.

 

After verification against the answer key, for each individual solution s ∈ S:

 

Level #1: If s ∈ O, then they will move 10 ITsIt gets 0 pts;

 

Level #2: If s ∈ M, then they will move 18 ITsIt awards 10 pts;

 

Level #3: If s ∈ D, then they will move 24 ITsIt awards 25 pts;

 

level #4: If s ∈ E, then they will move 26 ITsIt awards 50 pts.

 

It represents one-sixth of Key #3 that sets the two Scrolls in motion, and the solution will be engraved on Horn Cube #2.

There is just 1 solution level for Aces #1 in Challenge #4:

 

Extremely Hard Level: If Aces #1 figures out “the other character, meeting the requirements of the extremely difficult level #4 in Challenge #4, that connect all codes found in Challenge #3,” then “1” solution is found → It awards (score).

 

Let S be the applying Solutions provided by Aces #1.

Let E be the subset of extremely hard solutions.

 

After verification against the answer key, for the individual solution s ∈ S:

 

If s E, then there is 1 solutionIt awards 20 pts for each solution. It represents one-fifth of one of the 6 parts of Key #3, that sets in motion the two Scrolls, and the solution will be engraved on Horn Cube #1.

 

The goal is to unite the parts that form Key #3, making it possible to set the Scrolls in motion and trigger the processes that will allow access to Spacecraft #1 for travel to another URAIMSIA PORTAL, and completing Challenge #6 is bounded to proceed.

 

Note #1: The two possible codes connecting all the codes found in Challenge #3 must consist of a maximum of 2 characters to be engraved in the Horn Cubes; that is, the solution must be provided using no more than two characters. 

 

Note #2: The player may choose one or more digits from 1 to 9, but only two characters can be engraved on the Horn Cubes. For example: Any number greater than 99 consists of three or more characters.

 

  • Challenge #5 requires Aces #2 to figure out the real objective of the Glass Skywalk Over the Endless Abyss; and Aces #1 is bound to figure out “how to apply the same code and its concept, found and explained satisfactorily by Aces #2, in other settings”.

 

Below, highlighted in neon green, is an image of the area where the code should be looked for.

There is just 1 solution level for Aces #2 in Challenge #5:

 

  • Extremely hard level: If Aces #2 figures out the codeNote. It awards 10-points bonus, represents one-sixth of Key #3 that sets the two Scrolls in motion, and the solution will be engraved on Horn Cube #2.

 

 

If Aces #2 figures out “the code that reveals the real objective of the Glass Skywalk Over the Endless Abyss”, then they will move all ITs awards (score).

 

 

Let S be the Solution provided by Aces #2.

 

Let E be the subset of extremely hard solution.

 

After verification against the answer key, for the individual solution s ∈ S:

 

If s ∈ E, then they will move 26 ITs → It awards 10 pts. It represents one-sixth of Key #3 that sets the two Scrolls in motion, and the solution will be engraved on Horn Cube #2.

There is just one solution level for Aces #1 in Challenge #5:

 

Extremely Hard Level: If Aces #1 figures out “how to apply the same code and its concept, found and explained satisfactorily by Aces #2, in other settings,” then “X” applyings are found → It awards (score).

 

Let S be the applying Solutions provided by Aces #1.

Let E be the subset of extremely hard solution.

 

After verification against the answer key, for the individual solution s ∈ S:

 

If s E, then there are X solution(s)It awards 20 pts for each solution. It represents one-fifth of one of the 6 parts of Key #3, that sets in motion the two Scrolls, and the solution will be engraved on Horn Cube #1.

 

The goal is to unite the parts that form Key #3, making it possible to set the Scrolls in motion and trigger the processes that will allow access to Spacecraft #1 for travel to another URAIMSIA PORTAL, and completing Challenge #6 is bounded to proceed.

 

Note: Only a single character will be engraved on the Horn Cubes, that is, the solution must be provided using a single character.

 

  • Challenge #6 requires Aces #1 and Aces #2 to figure out how to manage to get out the URAIMSIACO Prison Arcology.

 

Below, highlighted in neon green, is an image of the area where the concept and its different settings should be looked for.

There are 4 solution levels for Aces #1 and Aces #2 in Challenge #6:

 

If Aces #1 and Aces #2 figure out “how to apply the same concept found to manage to get out the URAIMSIACO Prison Arcology in different settings,” then “X” applyings are found → It awards (score).

There are eleven possible settings for the concept. The settings are divided into 4 solution levels. The player are bound to figure out all of them to manage to cause the Black Phi Axis to rotate and to get out the URAIMSIACO Prison Arcology.

 

If Aces #1 and Aces #2 figure out “n” settings according to types of solutionsawards (score).

 

Let S be the Set of solutions provided by Aces #1 and Aces #2.

 

Let O be the subset of obvious / easy solutions. (It has two settings)

Let M be the subset of moderate solutions. (It has two settings)

Let D be the subset of difficult / hard solutions. (It has two settings)

Let E be the subset of extremely hard solutions. (It has five settings)

 

After verification against the answer key, for each individual solution s ∈ S:

 

Level #1: If s ∈ OIt gets 0 pts;

 

Level #2: If s ∈ MIt awards 10 pts;

 

Level #3: If s ∈ DIt awards 25 pts;

 

level #4: If s ∈ EIt awards 50 pts.

 

All Together, the eleven settings of Key #1 will set Spacecraft #1 in motion, and the solutions will be engraved on both Horn Cubes.

 

The goal is to figure out the eleven different codes for the same concept that allows to manage to get out the URAIMSIACO Prison Arcology and to cause the Black Phi Axis to rotate near-light speed to attract the five Platonic solids, making the assembly to cast a bright, intense white glow. This assembly will activate Spacecraft #1, making it possible to travel to another URAIMSIA PORTAL.

 

Note: You can choose one or more digits from 0 to 9, but a maximum of only two characters can be engraved on the Horn Cube Made. For example: all numbers greater than 99 consist of three or more characters. Only a single character will be engraved on both Horn Cubes, that is, the solution must be provided using a single character.

General Notes

 

GN #1: The Ivory Platform displaying the puzzle title, and the GEMINI AI watermark are not part of the puzzle.

 

GN #2: All solutions found must be properly supported by explanations, which obviously require a significant number of characters to be understood. Please do not confuse the character limits required for each solution with the characters used in the explanations, as the latter are not subject to such restrictions.

 

 

GN #3: Points do not accumulate within a single challenge regarding the challenges assigned to Aces #2; the score is based exclusively on the highest level reached within each challenge.

 

However, the points obtained through Aces #2 and Aces #1 is obviously added together — the final score for a given challenge is the sum of the points obtained by Aces #2 and the points obtained by Aces #1.

 

To clarify: the total score for each portal will be the sum of the points obtained across the five challenges, and the total score for all portals is, of course, the sum of all of them.

 

GN #4: Players must submit their solutions using the appropriate forms, which will be made available soon.

 

GN #5: The amount of points scored is tied to the prize distribution for both this specific puzzle and all 27 puzzles in THE URAIMSIA GAME.

  

GN #6: Superficial or obvious codes will not award points. The deeper the codes lie within the layers of symbolic knowledge, the more points the player will score.

  

GN #7: The player cannot claim to have used a specific object to draw a picture or write a phrase within the image to make it part of the image's context.

 

GN #8: It is worth noting that the player competes against others under the terms outlined above; however, their ultimate performance is measured by the number of correct answers relative to the total number of meanings the author provided for the puzzle. Consequently, the performance of the top player on a given puzzle serves as the benchmark for determining the prize value, in accordance with the puzzle's objective.

 

GN #9: Poem created in collaboration with Google's Gemini Pro Artificial Intelligence.

 

GN #10: Disclaimer regarding Objects and Entities:

All elements, objects, and entities in THE URAIMSIA GAME are strictly metaphorical and act as psychological functions for mental organization — much like the neteru of Ancient Egypt, which symbolized principles of nature and the mind, not actual deities. No item or character in this game is a 'god', a magical amulet, or an object of esoteric significance. URAIMSIA is entirely based on science, logic, and cognitive expansion. Any religious or mystical interpretation is fundamentally incorrect.


GN #11: The player can research on WIKIPEDIA, other websites, through IAs, books.

A little about The Gate of Horn and The Gate of Ivory

 

The "gates of horn and ivory" are a literary metaphor from Greek mythology, originating in Homer's Odyssey, that distinguishes true dreams from false ones; dreams of truth emerge from the Gate of Horn, while deceptive, illusory dreams pass through the Gate of Ivory, a distinction based on Greek wordplay where "horn" sounds like "fulfill" and "ivory" sounds like "deceive". The play upon the words κ?ρας, "horn", and κρα?νω, "fulfill", and upon ?λ?φας, "ivory", and ?λεφα?ρομαι, "deceive", cannot be preserved in English.

 

Key Meanings

 

  • Gate of Horn (True Dreams): Dreams that come through this gate are prophetic, revealing reality and bringing fulfillment, like Penelope's dream about Odysseus.

 

  • Gate of Ivory (False Dreams): Dreams from this gate offer deceptive promises or empty illusions, leading to disappointment, as described by Penelope, notes this Substack article. 

 

Origin

 

  • The concept appears in Homer's Odyssey, where Penelope mentions two gates through which dreams reach people, as explained in this Substack article.

 

  • It's a pun on Greek words: keras (horn, meaning "to fulfill") and elephas (ivory, meaning "to deceive"), according to Wikipedia

 

In Later Literature

 

  • The image has influenced many writers, including Plato, Robert Holdstock, and Seamus Heaney, who used the metaphor to explore themes of reality, illusion, and prophecy in their works.

 

 

ATTENTION:

 

 

All objects made of ivory, ox horns, or rhinoceros horns mentioned in THE URAIMSIA GAME are actually made from substitutes for these animal-derived materials.

 

Phytelephas is a genus of palm trees best known for producing vegetable ivory, a hard, white seed that closely resembles animal ivory.

 

Phytelephas palms grow in tropical regions of Central and South America, especially in countries like Ecuador, Colombia, Peru, Panama, and Brazil.

 

Why it is important

 

Their seeds harden into a material called taguá, also known as vegetable ivory. This material is:

 

1 – Very hard and smooth

 

2 – Naturally White

 

3 – Carvable like real ivory

 

4 – used as an eco-friendly substitute for elephant ivory

 

Common uses of taguá (vegetable ivory)

 

1 – Buttons

 

2 – Jewelry

 

3 – Sculptures

 

4 – Chess pieces

 

5 – Decorative carvings

 

6 – Musical instrument parts

 

 

Why it matters environmentally

 

Using Phytelephas seeds helps:

 

1 – Reduce demand for animal ivory

 

2 – Protect elephants

 

3 – Support sustainable forest economies

 

 

The word Phytelephas comes from Greek and literally means “plant elephant.”

 

It is formed from two Greek words:

 

1 -- phyton (φυτ?ν) = plant

 

2 – elephas (?λ?φας) = elephant

 

So:

 

Phytelephas = “elephant plant”

 

Synthetic and artificial ivory exist as man-made, cruelty-free alternatives designed to look, feel, and carve like real ivory without harming animals. These range from resin-based plastics and milk proteins to advanced bio-materials using calcium phosphate and gelatin, widely used in jewelry, piano keys, and decor.

 

Synthetic and bio-engineered rhino horns also exist, as well as synthetic ox horns.

A little about Superficial Meaning and Hidden Meaning.

 

There are two types of meanings in THE URAIMSIA GAME puzzles:

 

1 – Surface meanings, which in symbolism refers to the literal, objective, or face-value interpretation of a text, image, symbol, or action, often contrasted with hidden, deeper, or metaphorical meanings. It is the initial, superficial, or apparent layer of understanding – the “what” of a situation before analyzing the “why” or “what it represents”.

 

Key characteristics of surface meaning include:

 

1.1 - Literal interpretation: the direct, dictionary, technical or scientific books, or denotative definition.

 

1.2 - Appearance: The external, visible aspect of an object or character, which may mask deeper truths.

 

1.3 - Literal vs. Symbolic: While a story may have a literal “surface meaning” (events happening), it often possesses a “symbolic meaning” (deeper, hidden, metaphorical meanings, or underlying themes).

 

1.4 - Context in Literature/Art: It is the starting point for analysis, which must be moved past to uncover the richer, symbolic, or metaphorical significance.

 

For exemple, a character wearing a white garment has a surface meaning of simply wearing white, but the symbolic meaning might be purity, innocence, or surrender.

 

Superficial meanings can be seen, for example, in URAIMSIA PORTAL #16, where the name VIV immediately leads you to associate it with the name Viv (short for Vivianne, Viviana, or Vivian); and in URAIMSIA PORTAL #27, where one is immediately led to move the terms of the equation to isolate the subject. But in THE URAIMSIA GAME the equations must be solved without moving their terms.

 

Answers based on the superficial meaning of the puzzle obviously neither open the portal nor score points.

 

 

2 - Hidden meanings in symbols, words, and texts – often referred to as symbolism, subtext, or esoteric meaning – refer to the deeper, implicit, or metaphorical layers of communication that exist beneath the literal surface. These layers are used to convey complex ideas, emotions, or secret knowledge that are not immediately apparent.

 

There are two types of hidden meanings:



2.1 - Secondary meanings: these are those of deep understanding, but not as deep as primary meanings. They don't open the portal but they score points.

 

For example, in URAIMSIA PORTAL #16, where the name VIV immediately leads you to associate it with Roman numerals – 5,1,5; 6,5 or 5,4.


2.2 - Primary meanings: these are those of very deep understanding, which open the portals and score a lot of points. For example: solving mathematical equations without moving the terms to isolate the subject.

 

The number of possible answers based on hidden meanings of the secondary and primary types for each puzzle will be revealed in the PDF or book with the clues, hints, and tips.

Information about URAIMSIA

 

Development Notice: THE URAIMSIA GAME is an independently developed project. Any future features, expansions, or game mechanics mentioned as 'planned' or 'potential' are expressions of the developer's intent and do not represent a guaranteed release. The implementation of such features is subject to the project's ongoing feasibility and success.

 

"The Pursuit of True Knowledge: THE URAIMSIA GAME is an engine for cognitive expansion. While searching for information is required, simply copying solutions without true comprehension will leave the Interdimensional Traveler vulnerable. The developer envisions potential future phases where top-ranking Travelers might be challenged to prove their knowledge in live, unassisted verification environments. Therefore, seek to truly understand the mysteries you solve, for a borrowed code cannot unlock a genuinely expanded mind."

THE URAIMSIA GAME is not linear, but circular, bound by localized time loops and by dimensions. Thus, the player can start with any puzzle. If unable to solve a particular puzzle, the player can try another, and so on, returning later to the ones that proved difficult. It is worth noting that the puzzles require extensive research to solve.

There are no steganographies in the puzzle images.

URAIMSIA PORTAL #2 of 27 is OPEN SESAME #1 of 20 -   >   The URAIMSIACO Prison Arcology   <   - part of THE OPEN SESAME SET, a tribute to the One Thousand and One Nights. To learn a little more about One Thousand and One Nights, see below on this page.


All the answers found for the 27 problems proposed in URAIMSIA are like the open sesame code, that is, they open portals that will give access to the prize. Codes in THE OPEN SESAME SET, in THE SPHINX SET, in THE CHAOS SET, are variants of the code in the story of Ali Baba and the Forty Thieves (in this story, the code is a password). To learn a little more about codes, see below on this page.

So forget the traditional method of solving logic problems. This problem requires thinking outside the box. Logic in URAIMSIA is something like Alice in Wonderland. So follow the white rabbit (your imagination) and enter the hole (thinking outside the box).

Please, consider donating or buying a coffee, so the website can continue to improve. The intention is to include videos or completely transform the stories into illustrations, among other things. The website also needs maintenance.

 

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A little more about One Thousand and One Nights

 

“Ali Baba and the Forty Thieves” and “Aladdin and the Wonderful Lamp” are some of the stories commonly associated with the Arabian Nights, but were not part of the collection in the original Arabic versions. They were instead added to the collection by French translator Antoine Galland after he heard them from Syrian writer Hanna Diyab during the latter’s visit to Paris.

 

A Brief Introduction to the History of Ali Baba


Forty thieves hide the proceeds of their thefts in a cave, whose mouth is sealed by an immense rock. It opens with the magic words "Open Sesame" and closes with the words "Close Sesame".


One day, Ali Baba overhears a conversation between the thieves and especially the words to open and close the passage to the interior of the cave when he is in the forest collecting and chopping firewood. He enters the cave when the thieves leave, taking with him only a simple bag of gold coins home. Although the cave is filled with vast amounts of riches, he modestly chooses to steal a small amount of gold coins from the thieves.

 

But the important thing in this story of Ali Baba is the concept of opening and closing an entry or something through codes or interest.

 

A Brief Introduction to the History of Scheherazade

 

Scheherazade is a major character and the storyteller in the frame narrative of the Middle Eastern collection of tales known as the One Thousand and One Nights.

 

After returning home early from a hunting trip, King Shahryar found his beloved wife in bed with servants, and in a fit of rage, beheaded them on the spot. Then he traveled to the estate of his brother, who was away at the time, and was shocked to discover his brother’s wife “among a small crowd of nude figures, dancing in the moonlight and indulging in desires.”

 

From that point on, vowing revenge against all women, the Persian King married a new virgin every day, afterwards beheading his previous wife. He’d killed 1000 such women by the time he was introduced to Scheherazade, who volunteered to spend the night with him Against her father’s wishes.

According to Callan McDonnell, inside the king’s chambers, Scheherazade asked if she might bid one last farewell to her beloved younger sister. Dunyazad, who had secretly been prepared to ask Scheherazade to tell a story. The king listened in awe, but as the night passed, Scheherazade eventually had to stop in the middle. He spared her life for one more day so that she could finish the story the next night.

 

McDonnell writes, “that following night, Scheherazade finished the story and the began a second, even more exciting tale which she again stopped halfway through. Again, the king spared her life for one more day. And so the King kept Scheherazade alive day by day, as he eagerly anticipated the finishing of previous night’s story.”

 

At the end of 1001 nights, and 1000 stories, Scheherazade told the king she was out of stories; but during these 1001 nights, McDonnell writes, the king had fallen in love with her, spared her life, and made her his queen.

 

But the important thing in this story of Scheherazade is the concept of opening and closing something abstract through interest and indifference. As a noun, the word interest has the following meanings that fit the purposes of demonstrating the opening and closing of something abstract:

 

  1. The state of wanting to know or learn about something or someone.

"She looked about her with interest"

 

  1. A feeling of wanting to know or learn about (something).

"He developed an interest in art"

 

  1. The quality of exciting curiosity or holding the attention.

"A tale full of interest"

 

  1. A subject about which one is concerned or enthusiastic. 

"My particular interest is twentieth-century poetry"

 

  1. The advantage or benefit of a person or group.

"The merger is not contrary to the public interest"

 

The key or keys to open the king's heart were the stories told by Scheherazade, that is, the king's hardened heart was a portal that regenerated each day after the story told by Scheherazade so that she had to tell a new story the next day to pass through the portal and continue living. In the end, Scheherazade had to crack the code to open the king's heart 1000 times by telling the correct story to arouse his curiosity to the point of opening his heart to allow her another day of life. The code was to tell a story full of interest that simultaneously piqued the king's curiosity and interest in her.

 

A bad story has the opposite effect: indifference — a lack of interest, concern, or sympathy.

 

Advertising, politics, and writers always seek to tell good stories to attract and engage the public. Although good stories aren't always true or factual in social interactions.

 

Interest opens abstracts entrances while indifference closes them.

A little more about codes

  

Noun: code; plural noun: codes

 

1.1

 

A - A system of words, letters, figures, or other symbols substituted for other words, letters, etc., especially for the purposes of secrecy.

"The Americans cracked their diplomatic code"

 

B - A system of signals, such as sounds, light flashes, or flags, used to send messages.

"Morse code"

 

C - A series of letters, numbers, or symbols assigned to something for the purposes of classification or identification.

"The genetic code"

 

1.2.

 

Computing

Program instructions.

"Assembly code"

 

1.3.

 

A - A systematic collection of laws or regulations.

"The criminal code"

 

B - A set of conventions governing behavior or activity in a particular sphere.

"A dress code"

 

C - A set of rules and standards adhered to by a society, class, or individual.

"A stern code of honor"

 

Verb

 

Verb: code; 3rd person present: codes; past tense: coded; past participle: coded; gerund or present participle: coding

 

1.

 

A - Convert (the words of a message) into a particular code in order to convey a secret meaning.

"Only Mitch knew how to read the message — even the name was coded"

 

B - Express the meaning of (a statement or communication) in an indirect or euphemistic way.

"They code their language when talking to the general public"

 

C - Assign a code to (something) for purposes of classification, analysis, or identification.

"She coded the samples and sent them down for dissection"

 

2.

 

Write code for (a computer program).

"Most developers code C + + like C"

 

Biochemistry

 

A - Specify the genetic sequence for (an amino acid or protein).

"Genes that code for human growth hormone"

 

B - Be the genetic determiner of (a characteristic).

"One pair of homologous chromosomes codes for eye color"

 

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Good luck and have fun!


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