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A certain mobile-phone video game consists of four puzzles, which players can attempt in any order. No puzzle is part...

GMAT Multi Source Reasoning : (MSR) Questions

Source: Mock
Multi Source Reasoning
Conditions
MEDIUM
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Game Elements
Puzzle Details
Item Values

A certain mobile-phone video game consists of four puzzles, which players can attempt in any order. No puzzle is part of another. The puzzles, from easiest to most difficult, are:

  • Forest
  • Desert
  • Mountain
  • Ocean

The puzzles require players to use items of various types. The player begins the game with exactly 3 items, one of each of the following types:

  • Compass
  • Bottle
  • Rope

Each of a player's items can be either used once in solving a puzzle or exchanged once for coins—the in-game currency—but not both. Coins are used to purchase items. The player begins the game with 0 coins.

Ques. 1/3

Suppose that the game's designer added to the game a fifth puzzle—the Cave puzzle that requires players to use 1 Lantern and 4 additional items of any type. Assuming that nothing else has changed, which one of the following is the minimum number of coins a player who currently has no items would have to spend to purchase all of the items necessary to solve the Cave puzzle?

A

15

B

40

C

50

D

55

E

70

Solution

Owning the Dataset

Understanding Source A: Text - Game Elements

Information from Dataset Analysis
""A certain mobile-phone video game consists of four puzzles, which players can attempt in any order. No puzzle is part of another.""
  • The game has exactly 4 distinct puzzles
  • Players have complete freedom in choosing puzzle order
  • Inference: Each puzzle is independent and self-contained
""The puzzles, from easiest to most difficult, are: Forest, Desert, Mountain, Ocean""
  • There's a clear difficulty progression from Forest (easiest) to Ocean (hardest)
  • Inference: This ranking possibly affects player strategy
""The player begins the game with exactly 3 items, one of each of the following types: Compass, Bottle, Rope""
  • Starting inventory is fixed and limited
  • Player has exactly one of each specified item type
  • Inference: No other items are provided at game start
""Each of a player's items can be either used once in solving a puzzle or exchanged once for coins—the in-game currency—but not both.""
  • Items have a single-use constraint
  • Inference: Players face a strategic choice: use items for puzzles OR convert to coins
  • Inference: Once an item is used/exchanged, it's permanently consumed
""Coins are used to purchase items. The player begins the game with 0 coins.""
  • Coins are the only way to acquire new items
  • Players start with no purchasing power
  • Inference: Initial coins must come from exchanging starting items or solving puzzles
  • Summary: This game features 4 independent puzzles of increasing difficulty, where players start with 3 specific items and must strategically decide whether to use items for puzzles or exchange them for coins.

Understanding Source B: Table - Puzzle Details

  • Table Analysis:
  • The table shows puzzle requirements and rewards for all four puzzles
  • Key patterns observed:
    • Forest requires only Compass with 0 additional items (simplest)
    • Desert and Mountain each require their specific item plus 1 additional item
    • Ocean requires a Boat plus 3 additional items (most complex)
  • Key Findings:
    • Difficulty correlates with both resource needs and coin rewards
    • Ocean puzzle requires a non-starting item type (Boat)
    • The three starting items (Compass, Bottle, Rope) exactly match the required items for the first three puzzles
    • Puzzle rewards (20-50 coins) provide the coin generation method mentioned in Source A
  • Summary: Each puzzle requires specific items matching the starting inventory for the first three, while Ocean puzzle requires players to acquire a new item type (Boat), forcing engagement with the coin economy.

Understanding Source C: Table - Item Values

  • Table Analysis:
  • The table displays purchase prices and exchange values for 8 item types
  • Key patterns observed:
    • Items are tiered: Clock/Mirror (10/5), Compass/Lantern (15/10), Rope/Battery/Bottle (20/15), Boat (30/20)
    • All items retain 50-75% of purchase value when exchanged
    • Boat is the most expensive item at 30 coins
  • Key Findings:
    • Three starting items (Compass, Bottle, Rope) fall across different pricing tiers
    • Starting items have exchange values of 10 (Compass) and 15 each (Bottle, Rope), totaling 40 coins if all exchanged
    • Boat purchase price (30 coins) can be covered by exchanging all starting items, but leaves little for additional items needed
  • Summary: The item economy shows tiered pricing where starting items could generate 40 coins if exchanged, just enough to purchase the Boat needed for Ocean puzzle but forcing difficult trade-offs.

Overall Summary

  • The game creates a resource management challenge where players start with exactly the items needed for the first three puzzles but must generate coins to attempt the Ocean puzzle
  • Since players begin with 0 coins and need 30 coins to purchase the required Boat, they must either exchange starting items (worth 40 coins total) or complete puzzles (earning 20-50 coins each)
  • This forces strategic decisions from the beginning: using items directly for puzzles provides coin rewards but consumes the items, while exchanging items provides immediate coins but sacrifices puzzle-solving resources

Problem Analysis

Question Analysis

  • In plain terms: What is the minimum number of coins needed to buy 1 Lantern plus 4 additional items (of any type) starting with no items and no coins?
  • Key constraints:
    • Must buy exactly 1 Lantern (mandatory item)
    • Must buy 4 additional items of any type
    • Player starts with zero items and zero coins
    • Find the minimal total coin cost to fulfill puzzle requirements
  • Answer type needed: Numerical value representing minimum total coins required

Connecting to Our Passage Analysis

  • Analyze item costs from the provided information and calculate the minimum sum for 1 Lantern plus 4 cheapest additional items
  • Can answer from analysis alone: YES - all item prices are provided enabling direct computation

Solution Analysis

Extracting Relevant Findings

  • The Lantern costs 15 coins
  • The cheapest other items are Clock and Mirror, each costing 10 coins
  • The total minimal cost is 15 + 4 × 10 = 55 coins
  • Lantern price: 15 coins; cheapest additional items: 10 coins each
  • Minimum total cost = 15 + 40 = 55 coins (Lantern + 4 × 10 cheapest items)

Statement Evaluations

Statement 1 Analysis

""15""

  • Statement: Check if only buying 1 Lantern for 15 coins is enough
  • Cost: 15 coins
  • Expected: 55 coins
  • Difference: -40
  • INCORRECT - Does not cover the required 4 additional items

Statement 2 Analysis

""40""

  • Statement: Check if buying 4 cheapest items for 40 coins is enough without Lantern
  • Cost: 40 coins
  • Expected: 55 coins
  • Difference: -15
  • INCORRECT - Lantern is missing

Statement 3 Analysis

""50""

  • Verify each option against puzzle requirements and costs:
  • Option 50 coins: insufficient by 5 coins for Lantern plus 4 items
  • INCORRECT

Statement 4 Analysis

""55""

  • Statement: Check if buying 1 Lantern plus 4 cheapest items for total 55 coins is sufficient
  • Cost: 55 coins
  • Expected: 55 coins
  • Difference: 0
  • CORRECT - Exactly meets requirements

Statement 5 Analysis

""70""

  • Option 70 coins: more than required, not minimal
  • INCORRECT

Systematic Checking

  • Verify each option against puzzle requirements and costs:
  • Option 15 coins: buys Lantern only, missing 4 items
  • Option 40 coins: buys 4 items only, missing Lantern
  • Option 50 coins: insufficient by 5 coins for Lantern plus 4 items
  • Option 55 coins: exactly sufficient for Lantern and 4 cheapest items
  • Option 70 coins: more than required, not minimal

Answer

55

Answer Choices Explained
A

15

B

40

C

50

D

55

D
E

70

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