On the Subject of Actions and Consequences
At this point, boss modules use more information than the government.
This module presents a 3×3 keypad, a display above it and a window to its right. Initially, the display and window will both be empty.
Certain events will cause blocks to drop into the window. Whenever a non-ignored module on the bomb is solved, a green block with a check mark will be added. Whenever any module on the bomb strikes, a red block with an X will be added. Additionally, yellow blocks with numbers will sometimes be added randomly throughout the bomb. All three of these events are accompanied by a sound effect. Note that if there are no non-ignored modules on the bomb, every instance of the Actions and Consequences module will solve automatically.
When a block is added while the window is full, the bottom-most block will fall out of the window. Ten seconds after all non-ignored modules on the bomb have been solved, the window will be emptied and the display will be filled with hyphens.
Now, use the keypad to enter a sequence of letters determined by the sequence of solves, strikes and numbers. Your input will be shown on the display above. Pressing a key before the window has been emptied will do nothing. Pressing an incorrect key will cause a strike and set the module to "recovery mode". See Appendix R3C0V3R for information about this mode.
Calculating the Sequence of Letters
The first letter of the sequence can be obtained using the first character of the serial number, with the following rules:
- If the character is a digit, use the letter in that position in reading order on the keypad, where 0 represents the 9th key.
- Otherwise, use the letter of the keypad key with this character.
- If no such key exists, shift this character forwards through the alphabet until such a key exists.
Then, for each solve / strike / number block in the sequence of blocks, refer to the headings on the next page to obtain the next letter(s) in the sequence.