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[[File:quest.jpg|250px|thumb|right|The Quest for Knowledge]] | [[File:quest.jpg|250px|thumb|right|The Quest for Knowledge]] | ||
Godiva's Quest is a traditional quest of wits, skill and determination. Questers have to solve a gauntlet of puzzles and challenges, both on line and around campus. The first person to finish the Quest is awarded the ultimate prize: the third and final Chariot Race Judge position. | Godiva's Quest is a traditional quest of wits, skill and determination. Questers have to solve a gauntlet of puzzles and challenges, both on line and around campus. The first person to finish the Quest is awarded the ultimate prize: the third and final [[Chariot Race]] Judge position. [http://www.quest.skule.ca/ The Quest] | ||
==Rules== | ==Rules== | ||
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===0T7=== | ===0T7=== | ||
This year's Quest followed suit from the previous year's, using an overall story to link the puzzles together. However, with the graphics help of Henry Cheung (B&G co-chair with John McLeod that year, and the designer of the still-used godivaweek.skule.ca layout), each puzzle was stored as an image, and additional visual clues were embedded in the image. This Quest led participants around campus, and each puzzle solution was a piece of the final puzzle, which required participants to find a specific book in the SF library to win. | This year's Quest followed suit from the previous year's, using an overall story to link the puzzles together. However, with the graphics help of Henry Cheung (B&G co-chair with John McLeod that year, and the designer of the still-used godivaweek.skule.ca layout), each puzzle was stored as an image, and additional visual clues were embedded in the image. This Quest led participants around campus, and each puzzle solution was a piece of the final puzzle, which required participants to find a specific book in the SF library to win. | ||
[http://www.quest.skule.ca/0T7 0T7 Quest] | |||
===0T8=== | ===0T8=== | ||
This Quest was unique in that no one knew who the QuestMasters were until the final puzzle. The Quest was run as an ARG, where participants got instructions from an unknown person, identified as 'Godgifu of Mercia' a couple puzzles in. No one actually knew who was running the quest, which allowed the QuestMasters to intermingle with participants until the end reveal. This was the first Quest to use instant-feedback for correct answers, as well as IP logging to detect cheating, and puzzles built in Flash. It featured 14 online puzzles (more than double the amount of most years), and a run-around portion where participants got information on where and when the final puzzle was. Puzzles ranged from simple decryption to piecing together images on the plasma screen. At one point participants had to answer a public phone at a certain time, and were given instructions from a pre-recorded computer message. | This Quest was unique in that no one knew who the QuestMasters were until the final puzzle. The Quest was run as an ARG, where participants got instructions from an unknown person, identified as 'Godgifu of Mercia' a couple puzzles in. No one actually knew who was running the quest, which allowed the QuestMasters to intermingle with participants until the end reveal. This was the first Quest to use instant-feedback for correct answers, as well as IP logging to detect cheating, and puzzles built in Flash. It featured 14 online puzzles (more than double the amount of most years), and a run-around portion where participants got information on where and when the final puzzle was. Puzzles ranged from simple decryption to piecing together images on the plasma screen. At one point participants had to answer a public phone at a certain time, and were given instructions from a pre-recorded computer message. | ||
[http://www.quest.skule.ca/0T8 0T8 Quest] | |||
===0T9=== | ===0T9=== | ||
Without a doubt, this was one of the nicest looking Quests ever made. It also made huge improvements to the back-end. Up until this point registration was dealt with by the QuestMaster. This Quest had automated user registration, generating aliases for each participant to be used when submitting answers. On top of that, you could see which users had solved what puzzles on their automatically updated scoreboard. There were 16 puzzles to be solved, using a wide variety of puzzle types. The first 9 puzzles could be solved in any order, however the 9th puzzle was easier after solving the first 8. Clues to help solve the 9th were emailed to the participants once they solved each of the puzzles leading up to the 9th. Upon solving each puzzle in the last batch of puzzles, participants were emailed a section of a lock combination. The final puzzle gave the location of the locker, and inside were instructions to phone the QuestMaster to claim victory. | Without a doubt, this was one of the nicest looking Quests ever made. It also made huge improvements to the back-end. Up until this point registration was dealt with by the QuestMaster. This Quest had automated user registration, generating aliases for each participant to be used when submitting answers. On top of that, you could see which users had solved what puzzles on their automatically updated scoreboard. There were 16 puzzles to be solved, using a wide variety of puzzle types. The first 9 puzzles could be solved in any order, however the 9th puzzle was easier after solving the first 8. Clues to help solve the 9th were emailed to the participants once they solved each of the puzzles leading up to the 9th. Upon solving each puzzle in the last batch of puzzles, participants were emailed a section of a lock combination. The final puzzle gave the location of the locker, and inside were instructions to phone the QuestMaster to claim victory. | ||
[http://www.quest.skule.ca/0T9 0T9 Quest] | |||
===1T0=== | ===1T0=== | ||
This Quest returned to a linear model, and was similar to online challenges like the Tim Tang Test and notpr0n. Registration returned to the traditional method of filling out a form, and user progress was not tracked. Puzzles included hidden text in images, clever riddles, and a clue inside the Beast. | This Quest returned to a linear model, and was similar to online challenges like the Tim Tang Test and notpr0n. Registration returned to the traditional method of filling out a form, and user progress was not tracked. Puzzles included hidden text in images, clever riddles, and a clue inside the Beast. | ||
[http://www.quest.skule.ca/1T0 1T0 Quest] | |||
==Past Winners and Masters== | ==Past Winners and Masters== | ||
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|} | |} | ||
<nowiki>*Ineligible</nowiki> | <nowiki>*Ineligible</nowiki> | ||
==Reference== | |||
[http://www.quest.skule.ca/ quest.skule.ca] |
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