On the Subject of Bad Bones
A skull on a gearstick stares back at you ominously.
This module consists of a metallic skull with one blue and one red eye attached to a gearstick, as well as four sets of bones positioned as Roman numerals.
The skull can be dragged in any direction. Releasing the skull will cause it to return to the center.
To input a value, drag the skull to the relevant set of bones and release it above
them. A noise will play corresponding to that set of bones. If no noise plays, the
input was not submitted.
A deaf version of this module can be accessed by pressing the red eye three times,
then the blue eye once. This will move the Good and Bad Bones to the
north/south positions and flash the relevant sprite when an input is submitted.
Both eyes can be pressed. The blue eye will submit the current sequence of inputs. The red eye will delete all inputs.
Use the information below to find the correct sequence.
B-B-B-B-B-B-B-Bad
One of the bone groups on the bomb is a Bad Bone. Entering a sequence containing a Bad Bone will result in a strike. If your sequence contains a Bad Bone, it should be replaced with the corresponding Good Bone after every other rule has been followed.
Finding The Bad Bone
When releasing the skull over the bones, two bones will play the same note. These are the Good and Bad Bones.
If the blue eye is on the left, the lower-value bone is the Bad Bone. Otherwise,
the higher-value bone is the Bad Bone.
The other bone out of the pair is the Good Bone.
Sequence Length
Add up the numbers (ignore letters) in your serial number. This is the length of your sequence. If this value is 0, instead use the number of solved modules on the bomb as your sequence length, plus 1.