## On the Subject of Bitwise Oblivion

Yep, that’s the noun for “forget”

At the beginning, the module shows three red question marks.

Until every non-ignored module is solved, when a stage advance condition* is met, the module will show a 2x2 grid that has some of its cells filled and 2 green circles, one next to a row and another above or below a column. The red number in the top-left corner shows which stage the module is currently on.

The grid represents a logical operation**. The 2 circles show which row and column represent the true operands and the filled cells represent the true results.

For each stage, note down which operation the grid shows and the 2 strings given by the condition* that advanced the stage.

When the module is ready to be solved, a keypad and a green number in the bottom-left corner will show up on the module and the stage counter will reset to 1.

For each stage, take the Nth **character** (including spaces) of both strings, N being the green number shown for the stage.
Calculate the binary value of these characters given by their UTF-8*** values.
Make sure that both binary numbers have the same amount of bits, add zeros to the beginning of the shorter one until its length matches the longer one.
Apply the stage's logical operation to each of their bits (digits) (0 = false, 1 = true), and input the result in its decimal form using the keypad on the module.

If the input was correct, the module will go to the next stage. Otherwise, a strike will be issued and the stage will be displayed (grid and the 2 decimal bytes). From there, you can retry the input for that stage by pressing the “>” button.