Battlefield 1/A Conflict

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A Conflict

Battlefield 1 A Conflict Dog Tag.png

The voices have been silent far too long.
Creator DICE
Type Main ARG
Status Completed
Discovered 20-07-2017
Completed 21-07-2017

Main Page > Battlefield 1 > A Conflict

This is the Second Phase of the multi-phase Easter egg in Battlefield 1, named after the dog tag earned upon completion of this Phase. It takes place on the map Soissons, part of the They Shall Not Pass expansion pack. It involves destroying all light sources inside the chateau, switching on all Candelabra and finally lighting up certain Floor tiles to match a randomised pattern of Sandbags to unlock the .

If you are having trouble at any stage of this Easter egg feel free to join the DiscordIcon.png BFEE Discord and ask for help in the relevant channel.

NOTES

  • The A Beginning dog tag is not a prerequisite for unlocking the A Conflict dog tag.
  • The multi-phase Easter egg is disabled in password-protected servers.

Cipher

The ciphertext can be found on the column located in the middle of this screenshot

On a decorative column near the entrance to the chateau area, ciphertext along with a series of symbols can be found.

SoissonsCipher.png

The skull suggests the connection with the previous Phase of the multi-phase Easter egg while the four boxes suggest the use of the Four-Square Cipher. The remaining symbols are clues for the two keys used in this encryption method.

In the previous Phase our last morse code was "Master Man", which is what those scribbles hint at. The top hints at the use of the word "Master" while the bottom one hints at the use of the word "Man". Both need to be reversed, along with the remaining letters of the alphabet (because in this encryption method each of the four squares contains the alphabet), omitting the letter "J" as suggested by the last symbol.

Ciphertext: YPIVEZKUSYRNHZELDWSOMSPXINALXGWNHACPLTVZPNCPLBRPVXYPTHWNHQALYG

Four-Square Cipher

Top right square: MASTERZYXWVUQPONLKIHGFDCB

Bottom left square: MANZYXWVUTSRQPOLKIHGFEDCB

Plaintext: INSIDE THE CHATEAU WHEN ALL IS DARK THERE YOU GO AND YOU WILL FIND THE SPARKS

Candelabra Puzzle

After destroying all sources of light inside the chateau, as hinted by the four-square cipher ("When all is dark"), an ominous sound can be heard. The bases of each of the 7 candelabra found around the chateau are now interactable.

You have to go prone at the base of each candelabra to see the interaction prompt.

Mechanics

The goal is to have the candles on all 7 candelabra illuminating (switched on) at the same time, with switches at the base of each candelabrum controlling the on/off state of the candles. The tricky part is that every time you press a switch, the function of each switch rotates to the adjacent switch in an anti-clockwise direction. Once the puzzle has been activated, all candles are in the “off” state; however, each switch's function is already assigned.

NOTES

  • The functions of each switch are randomised in every round.
  • If you do not press any switch for 4 minutes, all candelabra will be switched off and each switch's function will be changed and randomised.

Example

(This example has been taken from this document which explains the logic of the puzzle and how to solve it.)

The candles have been numbered arbitrarily in ascending order and anti-clockwise direction to match the movement (rotation) of each switch's function.

CandlesLogic1.png

In this diagram, the numbers of the candles controlled by each switch are marked red. One of the candles will only have one function changing its state, while the rest have two. In this example, only the “4 & 7” function changes the state of candelabrum no.7, while candles no.1 through no.6 are controlled by two. This means that once you have pressed the same switch 7 times in order to figure out the function of each switch, one candelabrum will always be illuminating which in this example is candelabrum no.7. ' (Reminder: This is only an example! Check the section further below for instructions on deducing each candle's function each time.)

CandlesLogic2.png

From this diagram, we can see that if we press switch no.1, candles no.4 and no.7 will be switched on. As we've previously mentioned, when a switch has been pressed the functions of all switches will rotate one position in an anti-clockwise direction. Our new configuration will look like this: (Orange dots indicate switched on candles)

CandlesLogic3.png

The arrows indicate the direction of flow for the switch functions. If we were to press switch no.2, we would now switch candles no.4 and no.7 off again and we could keep switching them on and off by following the circle around, pressing each switch in order. For the sake of this example, if we were to press switch no.5, our new configuration would look like this:

CandlesLogic4.png

Candles no.1 and no.3 have now been switched on and once again the position of each switch's function has rotated anti-clockwise. This summarises the logic underlying this puzzle.

Solving the Puzzle

You can use this web app to complete this stage very easily by simply inputting which candles are illuminating after each switch press and then entering the solution which is automatically outputted by the app.

Initial configuration with all candles switched off
New configuration after pressing switch no.1 once

Discovering the Functions

To find the solution to the puzzle you first need to discover what the functions of each of the 7 switches are. This can be achieved by pressing one switch 7 times and noting down the state of each candle after each press. You can then deduce the functions of each switch by looking at which candles have been switched on or off after each press.

Finding the Solution

Finally, you need to logically deduce which functions need to be employed to make all candles illuminating at the same time. Once you have found the solution, you need to input it while keeping in mind that the functions rotate after every switch press.

For our example we have already mentioned that after 7 presses candelabrum no.7 will be switched on and the functions will return to their original position. We can then deduce that functions "2 & 3", "4 & 5" and "1 & 6" need to be employed to switch on the remaining candelabra without switching any of them off.

If you start by pressing switch no.3, candelabra no.2 and no.3 will be switched on. Then, if you want to employ the "4 & 5" function, you will need to press switch no.6 instead of switch no.5 because this function has been moved one position in an anti-clockwise direction. To employ the final function, "1 & 6", you would need to press switch no.2 since this function, initially at switch no.6, has been moved 2 positions (after 2 switch presses) in an anti-clockwise direction.

If you enter the correct combination of switch presses, all the candles will be illuminating and you will hear another ominous sound for confirmation.

Floor Tiles Puzzle

Orientation of sandbags relative to floor tiles

Mechanics

Floor Tiles & Pillars

Once you have completed the previous puzzle the 16 pillars on the exterior of the chateau, 8 on the north and 8 on the south side, will now be interactable. Additionally, part of the check-pattern floor at the back-center interior of the chateau now represents an 8x8 grid. Each pillar corresponds to one column or row on the 8x8 grid. Interacting with a pair of pillars where one corresponds to a column and the other to a row will toggle on (light up) or off a floor tile part of the 8x8 grid.

NOTES

  • The pillars corresponding to each column and row are randomised in every round.
  • No floor tiles will be lit up before interacting with a pair of pillars corresponding to a column and a row.

Sandbags

12 small sandbags arranged in a random pattern will spawn on the square arrangement of steps around the statue in front of the chateau once the Candelabra puzzle has been completed. The arrangement of steps also represents the 8x8 grid and the sandbags represent the floor tiles that need to be lit up, which is essentially the goal of this puzzle.

If a player is standing near the steps or looking at them, the sandbags will not spawn.

Solving the Puzzle

The goal is to toggle on the floor tiles matching the randomised sandbag pattern. In order to do that, you first need to figure out which pillars correspond to each column and row of the 8x8 grid. Once you do that, you need to match the sandbags to the 8x8 grid and finally toggle on the respective floor tiles.

Matching Pillars to Columns & Rows

Since the pillars corresponding to each column and row are randomised in every round, trial and error is required to figure out which floor tiles are toggled on when interacting with each pair of pillars.

Interacting with a pair of pillars where both pillars correspond to either 2 columns or 2 rows will not toggle on any floor tiles.

Example

For this example we have arbitrarily numbered the pillars in the order seen in the image below:

ChateauTopView.jpg

First, we start by pressing the pair of pillars numbered (1,2). No floor tile has been toggled on, meaning that both pillars correspond to either a column or a row on the 8x8 grid.

Then, we press the pair (1,3). A floor tile has been toggled on. We mark this on our grid which now looks like this:

Grid1.png

We repeat this process by pressing all the pairs including pillar no.1, such as (1,4), (1,5), (1,6) all the way up to (1,16).

Make sure to check which floor tile has been toggled on after each pair press and mark it down on your grid.

Once we have pressed all combinations of (1,X), 8 floor tiles will always be toggled on. Our grid now looks as follows:

Grid2.png

Looking at our grid we can deduce that pillar no.1 corresponds to a column while pillars no.3, no.4, no.6, no.9, no.10, no.11, no.14 and no.16 correspond to a row:

Grid3.png

Now we toggle off all floor tiles we have previously toggled on during our testing.

In order to figure out which pillar corresponds to each column, we now choose one pillar corresponding to a row, such as pillar no.3, and test all pairs including pillar no.3 and every unknown pillar (all unknown pillars correspond to a column). These pairs are (3,2), (3,5), (3,7), (3,8), (3,12), (3,13), and (3,15).

Remember to mark down which floor tile has been toggled on after each pair press.

Our grid now looks like this:

Grid5.png

Since all columns and rows are now known, we can fill in the entire grid:

Grid6.png

Now that we know which pillar corresponds to each column and row we can move on to the next step.

Matching Sandbags to Floor Tiles

The image below shows which part on the square arrangement of stairs corresponds to each floor tile:

SandbagsGrid.jpg

Example

SandbagsExample.png

For this specific pattern of sandbags our 8x8 grid would look like this:

8x8GridExample.png

In the example we used earlier, we figured out which floor tile can be toggled on by pressing each pair of pillars and our grid looked like this:

Grid6.png

Therefore, our solution would be to toggle on the following pairs: (1,16) (3,2) (9,12) (9,15) (9,13) (11,12) (1,11) (11,5) (6,8) (10,8) (10,2) (10,7)

Walkthrough of another example

Reward

Battlefield 1 A Conflict Dog Tag.png

A Conflict

After the final pillar is pressed and the correct floor tile pattern has been lit up, black smoke will appear and the player who pressed the final pillar will unlock a silver variant of the A Beginning dog tag, this time without the writing in the middle being scratched out. The dog tag has the following description:

The voices have been silent far too long

The A Beginning dog tag is not a prerequisite for unlocking the A Conflict dog tag.