The Octagonal Twist: Conquering the Gigaminx Magic Cube

By admin

A magic cube, also known as a Rubik's Cube, is a three-dimensional puzzle that challenges its users to manipulate its colored squares to form a solid color on each face. Over the years, several variations of the magic cube have been developed to provide different levels of difficulty and offer unique solving experiences. The traditional magic cube is a 3x3x3 cube with six faces, each containing nine smaller squares. This classic version is the most popular and well-known type of magic cube. It requires the user to twist and turn the cube's layers to align the colors, making it a challenging puzzle to solve. In addition to the traditional 3x3x3 cube, there are larger variations available.


Kids also spend countless hours consuming media on other platforms, often featuring stars no older than they are. YouTube channels like Kids Diana Show, Ryan’s World and Like Nastya are among the platform’s most popular and have amassed tens of millions of followers by showcasing preteen influencers speaking directly to their own age groups.

The people making programming for children and teens, and the executives deciding when and how to deliver it, also have to deal with the fact that every few years their audience ages into a different segment of their marketplace or out of it altogether , and the need to impart lessons to their viewers on everything from the scientific method to showing empathy. This is fairly easy given that only one circle moves at a time, and that they move in a counterclockwise position, but below are the directions in case you haven t messed around with it.

The rsnger with thr maguc bow

In addition to the traditional 3x3x3 cube, there are larger variations available. The 4x4x4 cube, also known as the Rubik's Revenge, features sixteen smaller squares on each face. This cube offers a greater challenge due to its increased complexity, and it requires additional strategies to solve.

Baldur's Gate 3 - Travel through the Underdark Walkthrough


After the events of the Druids' Grove we'll now have a new direction: the Moonrise Towers. Halsin tells us there are 2 ways we can reach them: above ground through the mountains, or through the Underdark, and given that you're reading this then you chose the Underdark.

The Underdark is a large and dark cave that has all kinds of dangers waiting for us, from tough wildlife and Absolute enemies to explosive and poisonous mushroooms. Truly a wonderful place.

Travel through the Temple of Selune

If you followed our page for the quest "Defeat the Goblins" then you most likely know where the entrance to the Underdark is. I'll leave the link to it below.

However, if you want a TL;DR of it: you need to kill Priestess Gut, one of the leaders of the goblins. She's the first one as you enter the fort itself. Killing her and looting her body will net you a key.

Use this key to open the door on the western side of this foyer area. This opens up to a little room that has a second locked door that you can open with the same key. Why 2? Who knows.

Head through and in here you'll find Polma, an ogre. You can kill her pretty easily if you so wish and loot the area, but you can also talk and convince her you belong here. Of course for this you'll need to pass either a [Deception, Intimidation, Persuasion] but if you do she'll let you roam free. Of course if you loot anything you'll end up fighting her.

It's recommended you do so because you can get some nifty things here: a chest with Amulet of Misty Step. You can also find Recipe of Elixir of Arcane Cultivation on the little table next to the chest.

Follow the path southeast from where the ogre was and you'll eventually reach a room with a puzzle on the floor.

Unlock the secret entrance to the Underdark

Said puzzle looks like this:

Take a closer look at it. There are 4 circles and each with 4 black/white circles. Do you spot any other difference? Yeah, one of them (the southern one) has light shining over it. What we need to do here is to move all 4 black circles so that they're all on the bottom circle and under the light. This is fairly easy given that only one circle moves at a time, and that they move in a counterclockwise position, but below are the directions in case you haven't messed around with it:

It should end up looking like this:

You'll also have Gale gain an inspiration point if he's in your party. Anyway, go ahead and go through the opened door and down the chasm (looks very ominous) into the Underdark.

Explore the Underdark

As we regain control down here we'll be in the Selunite Outpost. Check the eastern side for a new Waypoint. Thank god we don't have to run all the way down here.

Checking the northern side of the area you'll see a gate that's close. There's a couple of arcane turrets outside that attacking anything and everything that moves. If you're lucky enough you'll see them in action killing an enemy down here.

Anyway, to get out of here you'll want to go through the hole that's on the southwestern side of the area. There's a piece of the gate that's missing and we can leave through there.

Go down the vines here and stop. Notice the red little spheres? These explode if you get too close so be extremely careful. Use magic or arrows to destroy them from afar. You'll also notice there is a petrified drow here. This is not good. Make sure to save your game and prepare yourself because as you move forward a little scene will play out where we'll end up fighting a Spectator.

This thing is dangerous. The very first trick it can do is to use Unpetrification Ray. Remember that petrified drow we just saw? Yeah, there are several around here and this guy can unpetrify them, making more enemies you need to deal with.

If that was everything then it wouldn't be so bad. However, besides bringing the drows back to life, it will also use Wounding Ray, Fear Ray, and if close enough it'll bite you as well. Yeah, all in the same turn and, if you're unlucky enough to have all the attacks go to the same character, it'll hurt a lot. Keeping it pinned down is also very hard because it can fly, making it impossible to corner the enemy.

That being said, try to have your tankiest character stick to it like glue while your long range/casters attack from afar. You'll of course want to keep your characters healed up so check how much damage you take and make sure you can withstand at least one round with any character. Sadly the drows will remain alive if you kill the Spectator so make sure to deal with them afterwards.

After the fight go ahead and loot everything (the Spectator has the Spectator Eyes which grant you Ray of Fear and Wounding Ray). Go down the side of the northern side of the cliff to the area down below and be careful because there's a trap where the poison gas is.

Don't follow that path though. There's nothing and you'll have to go through the poison gas at the end to go down the side of the cliff. Instead, from where you climbed down look in front of you to find a gap you can jump across.

Jump across and follow this path until you reach a safe area. As soon as you reach this safe area a little earthquake will take place. Save your game, move your characters south towards the climbable wall, but don't climb it. Leave 3 characters there, take control of your tank and move them alone north. This will trigger the game to enter Turn-based mode. Yeah, something's going to happen. You can actually see something underground going for you.

This thing will stay here and jump over you and to the area below. As soon as that happens the fight will start against the Bulette. Have your party regroup and, if you want, wait for the enemy up where you left your other party members. This guy isn't so tough. He likes to bite, spit some acid when you're far away and even jump at you. It can do some real damage, but it only acts once so the damage it does is manageable.

Go ahead and loot the body and from the bottom look north first to find a large spiderweb blocking the way. You can burn it or shoot it down with arrows. Do so and just past it is a locked chest. Pick it open to find a note, an Antidote, and a Drow Studded Leather Armor. This is a light armor that's extremely good. It increases your stealth by 1!

Return and head south now. Climb down the side of the cliff and stop. Go ahead and pop all those red mushrooms to prevent any damage and once you do you'll want to go west to find a fork. The path going directly west up the stairs leads to the Arcane Towers, which we're not visiting in this page. We want to go northwest down the slope but first go south to find a dead drow you can loot. That's about it.

Head northwest down the slope, jump across the gap to reach the Decrepit Village. To the right you have a broken building. In the corner outside is a rope you can climb down to the bottom. Do so and approach the fire in the center to trigger a scene with some Duergar NPCs. These guys spell bad vibes, especially the one covered in blood.

Just like with the goblins, you can use your power to have him bow down to you. Here we'll have some options. Both telling him you're not with the Absolute and "Attack" will start a fight against him and the rest of the group. We actually have PLENTY of quests that will bring us back to them (of course to kill or join them, which is completely up to you), so you can do so later. Passing either check (Deception, Wisdom) will have us avoiding the fight, but he'll mention a "hunt" and start a new sidequest with some good rewards.

From here head southwest to the dock to find a large boat. Taking this will get us across the lake and to where we need to go.

HOWEVER, there are several quests you can get down here. I won't go in detail here, but I'll give you a brief TL;DR of the quests locations so you can go grab them. These are the quests that will make you come back and deal with these Duergar NPCs. or join them. There are also a couple of "events" or things to do so I'll list those as well.

First of all, the map is down below.

This one is located southwest of the Sussur Tree waypoint. Fight the drow Filro the Forgotten and check the note on his body.

#2 - The entrance to the Myconid Colony. There are Myconid here that won't let you enter without going through the scene.

#3 - The Phalar Aluve Sword. This sword is stuck in a mushroom and with a single pass of [Strenght] you can pull it out.

#4 - A lot happening at the main open area in the Myconid Colony. This is where the gnome from the quest "Find the Missing Boots" is. Talking to her will give you another 2 quests and talking too the Myconid leader will net you a third quest.

  • Defeat the Duergar Intruders
  • Cure the Poisoned Gnome
  • Save the Grymforge Gnomes

#5 - On the western side of the Myconid Colony you can find 2 more sidequests (listed below). One of them is by talking to a female dwarf (Derryth Bonecloak) and the other by talking to the Myconid Glut.

  • Find the Mushroom Picker
  • Avenge Glut's Circle

You want to talk to Blurg in the Myconid Colony. Doing so and not being hostile to them will start the main quest linked above.

#7 - These are the Arcane Towers. They are part of the main quest "Help Omeluum Investigate the Parasite", which is the one linked above.

Continuing the story

Once you're done with the above, use the boat at the Decrepit Village and when asked say yes and you'll be off.

As you're sailing through the darkness another boat will get close to you. This is a Duergar patrol and will ask you about what you're doing right now. You'll get several options here:

  • If you started the quest "Find the Missing Boots" that you got back in the village and you got the boots, the Duergar will give you access to pass. If you don't have the boots he'll just send you back to the village.
  • [Intimidation] check: the Duergar will allow you to pass and go with you to the other side.
  • [Deception] check: the Duergar will allow you to pass and go with you to the other side.

Besides this, you can also attack them and kill them off. You start the fight by straight up taking out your weapons, or you can push the Duergar that jumped on your boat, then attack. The fight itself isn't that difficult, but most of the enemy Duergar have long range attacks which can make them annoying. If you happen to have Wyll in your party his Eldritch Blast can push enemies off the boat, making life a bit easier. They don't have the best items to loot so feel free to shoot them off. Of course be careful because if you're too close they can also try and push you off the side.

Whatever you decide to do, you'll eventually reach the other side of the lake where you'll be greeted by some more Duergar. During the talk here simply by telling them you're a True Soul they'll let you pass. Of course if you have the boots they'll also let you pass. They'll tell you about the other True Soul here, Nere, but then she'll ask you for a "donation" of 100 Gold. You can pay them up, but say now and she'll say she was just joking. DO NOT give her you hard earned money!

Reach Moonrise Towers through Grymforge

Welcome to Grymforge. This place seems to be a worship place of Shar. For this main quest we're not going to be here long but we have several sidequests that are to be completed while being here. For this quest though, head south up the stairs to activate the Underdark - Grymforge waypoint and from it you'll want to go east down the stairs and up the other set of stairs to find some Duergar. Go past them and try opening the gate for a little scene with them.

During this scene they'll tell you that it's extremely dangerous going up the lift because the top is filled with "death-dark". This is the way to the Moonrise Towers. They also tell us we need one of Nere's Moonlanterns. Hmm. If you didn't do the previous sidequests then you probably don't know who Nere is. He's another True Soul, similar to those leaders from the Goblin Camp.

Also, before you leave you can talk to the little gnome Stickpit here. Of course he's enslaved by these Duergar and you can offer to kill them to set him free. If you indeed do so you can kill both Duergar right here without alerting the rest, which is nice if you do decide to go that way. I also haven't found if this has any differences in the story.

Now, for the Moonlantern, we get this during the quest "Deliver Nere's Head", but I figured we'd write it down here as well given how important of an item it is.

Head back to the waypoint and head south up the stairs and make your way north following the hall on the western side. As you go you'll find Stonemason Kith (merchant icon on your map). Talk to him and he'll ask you about the temple and the ruins. If you happen to pass all 3 checks here he'll end up giving you an Infernal Iron. Useful for later on!

Continue north and at the very end you'll find some Duergars that will start a new sidequest, which I'll link below.

Past this is mostly part of another sidequest, "The Adamantine Forge" so make sure to check that out if you so wish. Instead return to the top of the stairs where the waypoint is and go southeast to reach a large area with several Duergar and some deep gnomes mining. One of the Duergar moving around these deep gnomes is Thrinn. She's the Duergar who's the owner of the boots from the sidequest "Find the Missing Boots" if you're also doing that.

Even if you're not doing the sidequest, talk to her to trigger a little scene where you see them slave driving the poor deep gnomes. I do not like her haha. Anyway, as you talk to her you can ask how the dig is going. You can then ask about how he actually got trapped and if she has any ideas.

Go ahead and tell her you'll take care of things here, but if you have any "Smokepowder" bombs then she'll let you blow the debris here. You will need to use 2 Smokepowder Bombs to destroy the debris, but note that you HAVE to use them so the explosion doesn't hit anyone. If you hit a gnome or a Duergar then they'll become hostile and attack.

If you don't have any bombs you can buy some from the gnome merchant at the Myconid Colony shop. Do note that if you try to leave (fast travel away) you'll most likely get a scene where Nere talks to you telepathically and asks you for help, starting the quest below. Do note that if you take too long and you fast travel away/take a long rest, Nere will die from the poison gas and all the Duergar and gnomes here will be gone, ending several guides.

Of course, if you don't have "Smokepowder" bombs and you don't want to fast travel over there because Nere might die, there's still something you can do, but it'll be another real quick sidequest. You can start it by talking to the gnomes Lunkbug and Laridda who are mining here.

NOTE: if you happen to have done the sidequest "Rescue the Gnome" and actually rescued the Gnome Barcus Wroot, then you'll find him here. He was captured and put to dig. Poor man went from being captured by Goblins to get captured by Duergar.

NOTE: something important here before you proceed. After you clear the debris there will be some things that happen: Nere will be alive and he'll kill one of the gnomes. He'll then ask you to kill the remaining gnomes. Of course you can refuse that and attack him instead. Doing this will make him hostile, as well as all the Duergar here. That's a lot of enemies to fight at once.

Of course, if you do as he says you'll end up getting the Moonlantern, but note that you can also fight him and get the Moonlantern from his corpse. I say this because if you're going to go AGAINST him then you might want to kill the Duergar out here first, then clear the debris and fight Nere alone. Up to you.

Of course, if you kill the Duergar first then you'll have to talk to Nere. The talk goes similar to how it's listed below, but he'll ask what happened to his servants, the Duergar. This has 2 very obvious outcomes: tell him about the Myconid Sovereign wanting his head (if you have that sidequest) or that you kill them to turn him hostile. If you pass any of the [Deception] checks then he'll be on your side. You can also read his mind, in which he'll be very happy the Duergar are dead.

If you don't go against him he'll ask you to kill the gnomes. Unlike how it is below, you can pass the [Wisdom] check to have him set the gnomes free. This is so you can finish that quest AND still be on Nere's good side.

And with that note out of the way, once you have the vial from the sidequest above, return to where the cave-in is, throw the vial at the debris and everyone will get away. Once they do hit the vial with an arrow or magic to have it explode and open up the cave to have Nere come out running.

Watch the scene that plays out and things will change here quite a bit depending on your choices. At your very first option, telling him to stop killing the gnomes will have him actually stop, but if you say nothing then he'll keep on killing them. This of course will be disapproved by both Wyll and Karlach. He'll even kill Thrinn if you tell him she was lazy.

After that though, he'll tell you to kill the rest of the gnomes. Here's the big one that'll change who you'll fight. Saying no or that you're going to take his will of course start a fight against him (and all the Duergar if they're still alive). If you agree then you'll have to fight the gnomes, who are very weak.

If you keep Nere alive he'll tell you about General Thorm, who's the one that gave him his orders. He also tells us that he's at Moonrise Towers, which is exactly where we need to go. He wants us to deliver a message to him and that we'll do.

It is here where I personally agreed to help him, had him free the gnomes, then proceeded to kill him. You want this for a couple reasons! First of all, you get information on General Thorm, but you also get the item Gift from the Absolute. This is a reward for saving him and completing his little quest. Of course, you can still kill him and get a second tadpole out of him. He also carries some pretty amazing boots so it's worth killing him in my opinion. Up to you like always.

After everything that's happened, if you see the gnome Beldron around here, talk to him to get a new sidequest. It should also complete the sidequest Save the Grymforge Gnomes if that's still on going for you.

And with that we're technically ready to continue by using the lift that's east of the Waypoint. We're told to wrap up any lose ends before we proceed since this is the end of Act 1. This mostly pertains the character quests so make sure to wrap those up. I made a test here and I needed to do Karlach's paladin quest. I didn't and she left the party. Had to reload.

That being said, I recommend you also complete the quest "The Adamantine Forge". You can get a pretty good piece of equipment.

But if you're all set and ready to go, head to said lift and take it up to end the Act. You'll get your achievement and enter the next area.

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Different types of magic cube

For those seeking an even greater challenge, there are cubes with even larger dimensions. The 5x5x5 cube, known as the Professor's Cube, has twenty-five smaller squares on each face. Similarly, the 6x6x6 cube, also called the V-Cube 6, and the 7x7x7 cube, known as the V-Cube 7, offer even more complexity and require advanced solving methods. Apart from the traditional square-based magic cubes, there are also different shapes and designs available. The Pyraminx is a tetrahedron-shaped puzzle that shares some similarities with the magic cube. Instead of twisting layers, the user rotates the pyramid's four corners to solve the puzzle. Another variation is the Megaminx, which is a dodecahedron-shaped puzzle. It features twelve faces, each containing twelve smaller squares. The Megaminx offers a challenging and unique solving experience due to its shape and increased number of smaller squares. In recent years, there have been various modifications and advancements in magic cube design. Some cubes now feature different mechanisms and additional layers, making them even more challenging to solve. Furthermore, there are speedcubes specifically designed for competitive cubing, which prioritize smooth rotations and rapid solving. In conclusion, the magic cube has evolved from the classic 3x3x3 cube to a wide range of variations, each offering a unique challenge and solving experience. From larger cubes to different shapes and designs, there is a magic cube available for every level of skill and interest. So whether you are a beginner or an advanced cuber, there is always another magic cube to explore and solve..

Reviews for "Reaching New Levels: Solving the 7x7 Rubik's Cube"

1. Alice - 1/5 stars - I bought the "Different types of magic cube" and I have to say, I was really disappointed. The cubes themselves were poorly made and didn't turn smoothly at all. The colors were also off, making it difficult to solve them. Overall, I regret purchasing this set and would not recommend it to anyone looking for a quality magic cube experience.
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4. David - 3/5 stars - I had mixed feelings about the "Different types of magic cube" set. While the cubes themselves were okay, they didn't provide any unique solving challenges or features that I couldn't find in other similar sets. The packaging and presentation were also lackluster, making it seem like a cheap knock-off product. Overall, it wasn't a terrible set, but it didn't stand out or impress me either.

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