BQ2 Submission: "Setting the table" by Gibmaker
Entrance: (3, 6), facing down. This is the tile just south of the entrance door (not the tile "in" the entrance door).
Exit: The event called "Exit Door" is the exit. Its co-ords are (26, 4). In the event program is a comment for where code can be added to teleport to the next map. Is it okay to use doors for the entrance and exit rather than the staircase tiles? In the first Befuddled Quest you could go "back" floors, but it doesn't really seem necessary.
Brief Description: A series of sliding-block puzzles inspired by Kwirk for Gameboy.
Walk-through:
Tables:
N - North, S - South, W - West, E - East
Turnstiles:
C - Clockwise, CC - Counter-clockwise
Only pieces used in the solution were assigned a letter/number. The player's physical movement around the map should be implied.
Room 1
This is a basic test of the table-sliding mechanic before turnstiles are introduced. The row of tables appears very malleable at first, but note that you can't touch the table just south of the arrow (unnumbered in the picture) since table 6 must be pushed from the south.
Room 2
The main device in this puzzle is the division of the puzzle between two "rooms", and the way the connecting passage is divided in half. There are actually TWO passages between the rooms -- on the north side of the fence and on the south side -- but the use of a single hallway with a fence down the middle obscures this. It so happens that the key to this puzzle is to traverse the blue corridor on one side of the fence and return on the other. This puts you in position to push turnstile A or B (depending on which way you went) from "behind", rotating it out of the way so that one of the tables can be pushed clear of the one blocking turnstile D.
Room 3
This puzzle forces you to get unsettlingly close to the exit right off the top, but doesn't let you dent the final barricade until much later. The first step in the solution is to rotate turnstile B, putting you in position for the scene where tables 6 and 7 appear. Then your goal is to use the "secret passages" to get to the top-right area and clear the way for the tables.
Table 2 only exists as a trap; after getting into the right-hand side of the bottom room, the only way back is through turnstile A, and if you haven't moved table 2 out of the way you're forced to jam it into the 4-way turnstile, failing the puzzle.
This part actually has two solutions. The intended solution was for you to have to slide table 6 all the way to the right (past turnstile D, so that it can be rotated down and out of the way of table 7). There is another solution where you only have to nudge table 6 a little bit, but it requires an extra trip through the secret passage, so it's about equal to the original solution in complexity. I figured players would be more likely to find this solution on their own, so it's the "official" solution given below. Nevertheless, the original solution is a more satisfying way to get rid of table 6.
Difficulty: I'd call this 5/5 difficulty for the last room.
Notes: