404.--THE SIBERIAN DUNGEONS.

[Illustration]

+-----+-----+-----+-----+

| | | | |

| 8 | 5 | 10 | 11 |

|_____|_____|_____|_____|

| | | | |

| 16 | 13 | 2 | 3 |

|_____|_____|_____|_____|

| | | | |

| 1 | 12 | 7 | 14 |

|_____|_____|_____|_____|

| | | | |

| 9 | 4 | 15 | 6 |

| | | | |

+-----+-----+-----+-----+

In attempting to solve this puzzle it is clearly necessary to seek such

magic squares as seem the most favourable for our purpose, and then

carefully examine and try them for "fewest moves." Of course it at once

occurs to us that if we can adopt a square in which a certain number of

men need not leave their original cells, we may save moves on the one

hand, but we may obstruct our movements on the other. For example, a

magic square may be formed with the 6, 7, 13, and 16 unmoved; but in

such case it is obvious that a solution is impossible, since cells 14

and 15 can neither be left nor entered without breaking the condition of

no two men ever being in the same cell together.

The following solution in fourteen moves was found by Mr. G.

Wotherspoon: 8-17, 16-21, 6-16, 14-8, 5-18, 4-14, 3-24, 11-20, 10-19,

2-23, 13-22, 12-6, 1-5, 9-13. As this solution is in what I consider the

theoretical minimum number of moves, I am confident that it cannot be

improved upon, and on this point Mr. Wotherspoon is of the same opinion.

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