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3 push switches, one opens a door, the one next to it shuts it. The other triggers the main flip-flop when set-up correctly. It is this flip-flop that controls most of the chamber. If something isn't 'unlocked' toggle the flipflop.
This puzzle wasn't meant to be stupidly easy, nor technically difficult in execution. I think it does satisfy those criteria.
-Removed a possible exploit + some portal bumping opportunities.
-Changed a confusing button in the start room to be a ball button. i.e. you can't use it at the start (and you don't actually need it to complete the level *hint hint*)
-Changed exit method slightly to accommodate adding in an edgeless safety cube.
-Removed long corridor, it now terminates with the pedestal button that used to be at the far end. This is behind a window in the entry room allowing the player to still see the effect.
-The 'doors' now open the other way. This means players now know they are there. To see beyond without opening, they still need to visit the window.
-Most of the buttons (all those powered by excursion funnels) have been replaced by box-buttons. This should serve as an indication to the player that they need to find and use the cubes rather than push them all themselves.
-Major reconfiguration of rooms, while there is a long corridor now, it is portalable from one end to the other so you don't need to walk
-This allows sight / portalling between the two main rooms which wasn't possible before, allowing the player to view changes in the other room, one of the two biggest gripes from play-testing
-The trick button is no longer required for this test. it's function has been passed to another button. It has another job now...