On the Subject of Bamboozled Again

“Wait, was that the letter Echo or the word E?”, you say,
as you are baffled, befuddled, and bemused.
This module will beguile, and buffalo, and bewilder,
to make sure it is never defused.

This module consists of six coloured buttons, each with a line of text written on them, and a screen that displays a message that is broken into eight parts.
Each part of the message is encrypted using three key values (A, B, and C) in the following way:

  1. Each character, including spaces, is shifted A characters to the left.
    (0 ≤ A < no. of characters in text)
  2. A pair of symbols is appended to the ends of the text.
  3. Each character, including symbols, is Caesar shifted B letters/symbols forwards. (0 < B ≤ 26)
  4. The text is transcribed using one of six different sets of glyphs; the set used gives the C value.

Each unencrypted text, excluding texts 2 and 4, have values that are modified by an operation corresponding to that text’s colour.

Using these values, together with A, B, and C, gives the final value of each text.

Each button has an initial value, given by its colour and the text written on it.

Using these values, together with the final values of the display texts, gives the final value of each button.

The correct buttons to push are given by their final values.

Use the text on the buttons, their colours, and the symbols added to each of the display texts at step 2 of the encryption, to find the correct times to push the buttons.

Pushing a button will cause an LED to turn on. Once all four LEDs are on, the inputs will be submitted.

The LEDs will change colour according to the submitted inputs:

  • Green - The correct button was pressed at the right time.
  • Yellow - The correct button was pressed at the wrong time.
  • Red - The wrong button was pressed.

If all four LEDs turn green, the module is solved. Otherwise, if none of the LEDs turn red, the module will reset but a strike will not be issued. Otherwise, the module will reset and a strike will be issued.

Additional module info:

The LEDs can be pressed at any time to affect the display cycle:

  • Left - Cycles to the previous text while paused.
  • Mid-left - Resumes automatic text cycling.
  • Mid-right - Pauses text cycling
  • Right - Cycles to the next text while paused.

Section 1: What to press

Subsection 1.1: Glyph tables

The tables below show the glyphs for both the letters and symbols:

  • Symbols are represented by the same glyphs regardless of which set they belong to.
  • All glyphs are the same size on the display.
  • ‘#’ is used to represent spaces.
  • Letters and symbols are independently shifted down their respective tables by step 3 of the encryption.
Set ASet BSet CSet DSet ESet F
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
T
U
V
W
X
Y
Z
Value C111213141516
Symbol Table
#
'
"
?
-
*
~
!

Subsection 1.2: Raw data

The unencrypted display texts and button texts can be found in the set below.
Each text has a corresponding raw value, R:

  • Display texts 2 and 4 do not have raw values and will always be either THEN or NEXT.
  • Display texts 1, 3, and 5 can all be found in the top row of the set.
  • Display texts 6, 7, and 8 cannot be found in the top row of the set.
THE LETTERONE LETTERTHE COLOURONE COLOURTHE PHRASEONE PHRASE
402432392015
ALPHABRAVOCHARLIEDELTAECHOGOLFKILOQUEBECTANGO
708483616646685680
WHISKEYVICTORYANKEEECHO ECHOE THEN EALPHA PAPAPAPA ALPHAPAPHA ALPAT GOLF
546541846056866950
TANGOLFWHISKEEWHISKYCHARLIE CC CHARLIEYANGODELTA NEXTCUEBEQMILO
627864434151475745
KI LOHI-LOVVICTORVICTORRLIME BRAVOBLUE BRAVOG IN JADEG IN ROSEBLUE IN RED
468684827847596342
YES BUT NOCOLOURMESSAGECIPHERBUTTONTWO BUTTONSSIX BUTTONSI GIVE UPONE ELEVEN
897770556779715886
ONE ONE ONETHREE ONESWHAT?THIS?THAT?BLUE!ECHO!BLANKBLANK?!
588849786875454456
NOTHINGYELLOW TEXTBLACK TEXT?QUOTE VEND QUOTE"QUOTE K"IN REDORANGEIN YELLOW
727046736652486941
LIMEIN GREENJADEIN CYANAZUREIN BLUEVIOLETIN MAGENTAROSE
588447455583745167

Subsection 1.3: Data modification

Modify the raw text values using the rule that corresponds to that text’s colour to obtain its modified value, S:

Text
Colour
Modification
WhiteDo nothing
RedSubtract the first digit
OrangeReplace the second digit with the first
YellowAdd the second digit
LimeSubtract the higher digit
GreenSubtract the sum of the digits
JadeSubtract twice the first digit
Text
Colour
Modification
GreySwap the digits
CyanSubtract the second digit
AzureReplace the first digit with the second
BlueAdd the first digit
VioletSubtract the lower digit
MagentaSubtract the difference between the digits
RoseSubtract twice the second digit

Subsection 1.4: Final text values

The final value, T, for each of the six texts that can be evaluated, is given by:

T = S + 5A + 2(B + C)

Subsection 1.5: Initial button values

Follow the instructions below to compute the initial value, I, of each of the six buttons:

    • If the button is black, begin with I = 30.
    • Otherwise, if the button is white or grey, begin with I = 20.
    • Otherwise, begin with I = 0.
    • If the colour of the button is written on itself, add 70.
    • Otherwise, if the complementary colour of the button is written on it, add 35.
    • Otherwise, if any colour or the word COLOUR is written on the button, add 5.
  1. Add 60 for each unencrypted display text that is the same as the text written on the button.
  2. Add 15 for each display text that is the same colour as the button.
  3. If the button is not grey, add 10 for each display text whose colour is complementary to the colour of the button.

Subsection 1.6: Final button values

Use the table below to find which display text’s final values are T1, T2, and T3 for each button.

Position of buttonT1T2T3
TLDisplay text 6Display text 1Display text 1
TMDisplay text 7Display text 3Display text 1
TRDisplay text 8Display text 3Display text 3
BLDisplay text 6Display text 5Display text 3
BMDisplay text 7Display text 5Display text 5
BRDisplay text 8Display text 1Display text 5

The final value of each button, F, is then given by the equation:

F = 3I + 2(T1 + T2 + T3)

To solve the module, press the buttons with the four highest final value in ascending order.

Note: If more than one button has the desired final value, the correct one to push occurs first in reading order.
Buttons change their colour and text when pressed and their initial values change accordingly.
This may change which button needs to be pressed next.

Section 2: When to press

Subsection 2.1: The first three buttons

Subsection 2.1.1: Button text modification

Once the correct button to press has been identified, modify the raw value of the text written on that button using the rule corresponding to that button’s colour:

Button
Colour
Value X
WhiteThe highest digit
RedThe first digit subtract the second
OrangeThe digital root
YellowThe first digit
LimeThe first digit subtract the digital root
GreenThe sum of the digits
JadeTwice the first digit
GreyThe sum of the digits subtract the digital root
CyanThe second digit subtract the first
AzureThe negative digital root
BlueThe second digit
VioletThe second digit subtract the digital root
MagentaTen minus the sum of the digits
RoseTwice the second digit
BlackThe lowest digit

Subsection 2.1.2: Y value computation

  • If there are no lit LEDs, the Y value is the current X value.
  • If there is one lit LED and, once deciphered,
    • display text 2 is THEN, Y is the current X value plus the previous X value.
    • display text 2 is NEXT, Y is the current X value minus the previous X value.
  • If there are two lit LEDs and, once deciphered,
    • display text 4 is THEN, Y is the current X value plus the previous Y value.
    • display text 4 is NEXT, Y is the current X value minus the previous Y value.

Subsection 2.1.3: Final computation

The time to push the button is given by the Y value and the symbols appended to the text at step 2 of the encryption.

  • If there are no lit LEDs, use the symbols appended to display text 8.
  • If there is one lit LED, use the symbols appended to display text 7.
  • If there are two lit LEDs, use the symbols appended to display text 6.
SymbolPress the button when..
#the last digit of the timer is Y mod 10
'the sum of the last two digits of the timer is (Y mod 9) + 3
"the sum of the last two digits of the timer is (2Y mod 9) + 3
?the difference between the last two digits of the timer is Y mod 5
-the last digit of the timer is 9 - (Y mod 10)
*the sum of the last two digits of the timer is 11 - (Y mod 9)
~the sum of the last two digits of the timer is 11 - (2Y mod 9)
!the difference between the last two digits of the timer is 2Y mod 5

Subsection 2.2: The final button

  1. Using the table on Page 3:
    • Modify the raw value of the text on the button using the rule corresponding to the colour of display text 2 to obtain S1.
    • Modify the raw value of the text on the button using the rule corresponding to the colour of display text 4 to obtain S2.
  2. Using the table on Page 5:
    • Modify S1 using the rule corresponding to the colour of the button to obtain X1.
    • Modify S2 using the rule corresponding to the colour of the button to obtain X2.
    • If display texts 2 and 4 are the same when deciphered, Y is the sum of X1 and X2.
    • Otherwise, Y is the absolute difference between X1 and X2.
  3. Locate the symbol in the table below given by the symbols appended to display texts 2 and 4 at step 2 of the encryption, and press the button when the condition corresponding to that symbol is satisfied.
#'"?-*~!
##'"?-*~!
'''?-*~!#
""?"*~!#'
??-*?!#'"
--*~!-'"?
**~!#'*?-
~~!#'"?~*
!!#'"?-*!

Appendix: Button and Display Text Colours