On the Subject of Colored Hexabuttons 2

The sequel!

Depending on the color of the buttons will determine which instructions that you need to follow. Find the header with the color's name and follow the instructions in that section.

Red Hexabuttons

Each of the non-center buttons' leds will be pointing in a direction. Refer to the table below to see which button is assigned which direction:

TLTRMLMRBLBR
UPLEFTUPDOWNRIGHTUPRIGHT
RIGHTUPLEFTRIGHTDOWNDOWNLEFT
DOWNDOWNRIGHTLEFTUPRIGHTUP
LEFTRIGHTDOWNUPLEFTLEFTDOWN

Pressing the center button will play a text-to-speech message consisting of a number and a letter. Start in the space on the table below where the number/letter intersects:

ABCDEF
1MLBLTRTLMRBR
2TLMLBRMRTRBL
3BLMRTLTRBRML
4MRTLBLBRMLTR
5BRTRMRMLBLTL
6TRBRMLBLTLMR

Follow the instructions below:

  • Press the button that correlates to the space that you are currently on.
  • From the space you're currently on, move in the direction in the table that was assigned to the button that you pushed in the previous step.
  • If this next space has a button that's already been pressed, keep moving in that direction, wrapping around when nessecary until you reach a space that contains a button that hasn't been pressed yet.

Repeat the instructions until all 6 buttons have been pushed to disarm the module.

Pressing the buttons in the wrong sequence will result in a strike after 6 button presses, resetting all input. Pressing the center button will also reset all input.

Orange Hexabuttons

Press the center hexabutton to recieve a text-to-speech message consisting of a 5 digit number. Pressing it will also reset any input you have made. Create a matrix of 5×5 letters of the alphabet excluding the Z.

Write the 5 digit number on the top and left side of the matrix like so:

43125
4ABCDE
3FGHIJ
1KLMNO
2PQRST
5UVWXY

Rearrange the matrix so that the numbers are in ascending order:

43125
4ABCDE
3FGHIJ
1KLMNO
2PQRST
5UVWXY
12345
4CDBAE
3HIGFJ
1MNLKO
2RSQPT
5WXVUY
12345
1MNLKO
2RSQPT
3HIGFJ
4CDBAE
5WXVUY

Pressing a non-center button will place a piece on the matrix at the same spot as the letter displayed on the button. Pressing a 2nd non-center button will cause the piece to move to that letter's space, storing the Manhattan distance between the 2 letters.

Press all 6 buttons in such a way that the distance being stored is greater than the previous stored distance to disarm the module. If any distance is less than or equal to its previous distance, the module will strike after 6 buttons have been pressed, resetting all input. Pressing the center button will also reset all input.

Yellow Hexabuttons

Each of the non-center buttons will either switch to either of the 2 mazes you are in or move you in a direction. To figure out which button does what, use the priority list that corresponds to the center button's shape.

The 1st shape in the list that is also present on the module will switch to the 1st shape's maze. The 2nd shape will switch to the 2nd shape's maze. The 3rd shape will move you up. The 4th shape is right. The 5th shape is down. The remaining button will move you left.

Priority List

        
        
        
        
        
        
        
        
        
        

Pressing the center button will start playing a text-to-speech message that will output 2 characters. The first character represents the current location you're at in the mazes. The 2nd character represents the location of the goal space. The active maze by default will be the maze cooresponding to the 1st shape in priority order that is present on the module.

Press the buttons in such a way that you'll land on the goal space without crossing any walls to disarm the module. Any attempt to cross any wall will result in a strike, resetting the module. Pressing the center button will also reset the module.

Green Hexabuttons

When not in recording mode, you can press any non-center button as many times as you'll like. Each button will play a note when pressed.

One of the non-center buttons will display the note that it is playing. Compare this button to the rest of them to figure out what the other notes the buttons are playing.

The center button will display 3 characters. Use the table below using each character to get the order of the notes to be read:

0TR MR6ML MRCBR MRIML BLOTR BR
1TL MR7MR MLDBL TLJTL MLPBR TR
2TR ML8MR TLEMR BLKML TRQBL MR
3BL BR9BL TRFTR BLLML BRRTR TL
4TL TRABR BLGBL MLMBR MLSMR BR
5MR TRBBR TLHTL BLNTL BRTML TL

Finally, take each note and its positions in the order you obtained in the table below to get the order that the buttons need to be pressed while in recording mode:

CC#/DbDD#/EbEFF#/GbGG#/AbAA#/BbB
1MRBRTRMLBLTLMLBRTRTLMRBL
2BLTLMRTRMLBRTLMRBRTRBLML
3TLMLBRBLTRMRMRMLBLBRTRTL
4BRBLMLTLMRTRTRBLTLMRMLBR
5MLTRTLMRBRBLBLTLMRMLBRTR
6TRMRBLBRTLMLBRTRMLBLTLMR

To enter recording mode, press the center button. It will start flashing indicating recording mode. One way to get out of recording mode is to press the center button again. The second way to get out of recording mode is to strike on the module by pressing a button in the wrong order.

When getting out of recording mode, the center button will no longer flash, and any buttons that were pressed will be back up.

Advanced Music Knowledge

Intervals: An interval is the distance between 2 pitches. There are 12 distinct intervals that our ears can differentiate. The audio files down below play each distinct interval with the info above it being the interval name followed by the distance between the 2 notes:

Perfect Unison: 0Minor 2nd: 1
Major 2nd: 2Minor 3rd: 3
Major 3rd: 4Perfect 4th: 5
Tritone: 6Perfect 5th: 7
Minor 6th: 8Major 6th: 9
Minor 7th: 10Major 7th: 11

Ex: Using the keyboard below, the distance between D and F is 3 which makes it a Minor 3rd.

Blue Hexabuttons

The symbols written on each button refers to a value that is assigned to that button. Find the symbol on the table below to find out which value it is:

25323423631
8717332619
13510141530
2313242812
22213518629
4927161120

The number written on the center button represents the starting value of N. Pressing the center button will cause the non-center buttons to perform 6 swaps. Each swap is associated with an operation, each one equal to F(N). Look up the operations in the tables below for each swap to get the final value of N. Each time you get a value from an operation, modulo that value by 1000.

  • X = A + B.
  • Y = |A - B|.
  • A/B: The 2 values assigned to the buttons that swapped with each other.
2|N - X||N - X|2(N + X)
N + Y|N - 2Y||2N - Y|
|N - Y|N + 2Y|2N - X|
N + 2X2N + Y|N - 2X|
2(N + Y)N + X2N + X

Double Swaps

In the case of double swaps, take the 2 positions that didn't swap and use the operation for it (Always round down):

TL TR|F1(N) - F2(N)| / 2TR MLF1(N) + F2(N)ML BLmin(F1(N), F2(N)) / 2
TL ML2max(F1(N), F2(N))TR MR2min(F1(N), F2(N))ML BR2(F1(N) + F2(N))
TL MR|F1(N) - F2(N)|TR BL|F1(999 - N) - F2(999 - N)|MR BL(F1(N) + F2(N)) / 2
TL BLmax(F1(N), F2(N))TR BRmax(F1(N), F2(N)) / 2MR BR999 - |F1(N) - F2(N)|
TL BR2|F1(N) - F2(N)|ML MRF1(999 - N) + F2(999 - N)BL BRmin(F1(N), F2(N))

Triple Swaps

If the triple swap is present in the list below, use function O. Otherwise use function P.

Omax(F1(N), F2(N), F3(N))
Pmin(F1(N), F2(N), F3(N))

Create a digit string using the initial and final values:

Digit #1: Sum of the Hundreds digits, modulo 10
Digit #2: Sum of the Tens digits, modulo 10
Digit #3: Sum of the Ones digits, modulo 10
Digit #4: Difference of the Hundreds digits
Digit #5: Difference of the Tens digits
Digit #6: Difference of the Ones digits

Place a 1 under the lowest digit, then a 2 under the 2nd lowest digit, and so on. If there are any ties, label the tied leftmost number first, then the next tied leftmost number, and so on. This will be your value order.

To disarm the module, press the buttons in such a way that the values assigned to each button are in the value order with 1 being the lowest value and 6 being the highest value.

Pressing the buttons in the wrong order will give you strike after all 6 buttons have been pressed, resetting all input. Pressing the center button while any button has been pressed will also reset all input. If no button has been pressed, then it will take you back to the initial state of the module.

Purple Hexabuttons

Each of the non-center buttons have been assigned a letter with a number. Use them in the table below to get a value:

ABCDEF
1010721253335
2120208222634
3171303092327
4281814041024
5312919150511
6363230201606

Press the buttons in ascending order to disarm the module. The only problem is, you have to deduce what letter/number is given to each non-center button.

Pressing the center button will display a number followed by a text to speech message. The number represents which clue you are currently on. The message is a clue that has been encrypted. There are 9 - 10 clues per module.

The 1st character represents the clue message being used. The 2nd character represents the variable X in the message. The character(s) after that represent the group Y in the message.

QZ5Position [X] does have one of these numbers: [Y]
NORPosition [X] does not have any of these numbers: [Y]
EW2Position [X] does have one of these letters: [Y]
BU7Position [X] does not have any of these letters: [Y]
C48Number [X] is in one of these positions: [Y]
VX9Number [X] can't be in any of these positions: [Y]
DLYNumber [X] is grouped up with one of these letters: [Y]
HJMNumber [X] is not grouped up with any of these letters: [Y]
KS3Letter [X] is in one of these positions: [Y]
PT0Letter [X] can't be in any of these positions: [Y]
AI1Letter [X] is grouped up with one of these numbers: [Y]
FG6Letter [X] is not grouped up with any of these numbers: [Y]

The characters after the first character will always be a number. Use the table below to convert the number to the appropriate type used in the clue:

123456
ABCDEF
TLTRMLMRBLBR

Each Number/Letter is used once for the entire puzzle. If a number is deduced to being paired with a position/letter, the rest of the positions/letters can't use that number. Below is a deduction table that you are free to use. If you are unsure how to use it, I suggest watching this video.

TLTRMLMRBLBRABCDEF
1
2
3
4
5
6
A
B
C
D
E
F

Pressing the buttons in the wrong order will give you a strike after all 6 buttons have been pressed, resetting all input. Pressing the center button will also reset all input.

White Hexabuttons

Start by pressing the center button. This will cause each button to flash a color. The order that the colors flashed in represents the finished state of the puzzle.

Each button is associated with the color that flashed on it. Read the non-center buttons in reading order to represent the beginning state of the puzzle.

The puzzle consists of a 2×3 grid, consisting of all 6 colors but replace the color of the center button (when hovered over) with an empty space:

12
34
56

The numbers represents the order that the colors go for both the beginning and finished state. Pressing a non-center button will slide the color that is assigned to it into the empty space. If it is unable to, then it won't move at all.

Press the non-center buttons in such a way to get the beginning state to the finished state. Once you feel like you have created the finished state, press the button that corresponds to the absent color to submit your answer.

If you have correctly made the finished state, the module will be disarmed. If not, the module will strike you and it will reset to the beginning state. Pressing the center button will also reset the puzzle to the beginning state.

Gray Hexabuttons

Each non-center button is assigned a letter between A - F. Each letter will be unique.

Pressing the center button will cause the center button to flash, signaling that it is in submission mode. Pressing the center button again will cause it go to out of submission mode.

Press the buttons in ABCDEF order while in submission mode to disarm the module. Pressing them in the wrong order will cause the module to strike, and will exit out of submission mode.

The center button will display the current letter. When a non-center button is pressed, the displayed letter changes depending on which one of the tables the module is using on the next page, using the pressed button's letter as the row and the current displayed letter as the column.

ABCDEF
ADCEABF
BADBCFE
CBECFDA
DFBDEAC
EEAFDCB
FCFABED
ABCDEF
AEDCFBA
BCFEDAB
CDBFACE
DACBEFD
EBEACDF
FFADBEC
ABCDEF
ACDAFEB
BDEBACF
CEAFDBC
DBFCEDA
EFBDCAE
FACEBFD
ABCDEF
AFAEDCB
BBFACED
CCDBEAF
DEBDAFC
EACFBDE
FDECFBA
ABCDEF
ABCEDFA
BFBACDE
CAEDFBC
DDFCEAB
ECAFBED
FEDBACF
ABCDEF
AAEBFCD
BEBFCDA
CFDCBAE
DCFDAEB
EDCAEBF
FBAEDFC
ABCDEF
ACBFADE
BEADCBF
CDECFAB
DFCABED
EBFEDCA
FADBEFC
ABCDEF
ADCBFEA
BBDECAF
CAFDBCE
DEBFADC
EFACEBD
FCEADFB
ABCDEF
AFCEDBA
BCBFEAD
CBDCAFE
DAEBFDC
EEADBCF
FDFACEB
ABCDEF
ABDEACF
BACFEDB
CFABCED
DCFADBE
EDECBFA
FEBDFAC
ABCDEF
AAFEBCD
BFEBDAC
CEDACBF
DDCFAEB
ECBDEFA
FBACFDE
ABCDEF
AEFBDCA
BDAECBF
CCDFAEB
DBECFAD
EACDBFE
FFBAEDC

Black Hexabuttons

To start off, hover over the center button. This will cause each of the buttons to light up with different levels of brightness. Use the button's position as well as the brightness (with 0 being pitch black) on the table below to get the button's priority level:

012345
TL353325210701
TR342622080212
ML272309031317
MR241004141828
BL110515192931
BR061620303236

'Read' the buttons in descending priority level to get a 6 character code.

To read a button, hover over said button to light up multiple buttons. Each lit up button represents a 1 and each non-lit up button represents a 0 in top to bottom, left to right order. Press the hovered button to get a sequence of 3 pitches.

Split the binary into 3 pairs of bits and assign each pair the pitch that played at that position. Determine which table to use below using the pitch that played, then use the position of the pitch as the row and the paired bits as the column to get a new binary sequence.

Low PitchMedium PitchHigh Pitch
00011011
1st01101100
2nd10110001
3rd11000110
00011011
1st11000110
2nd01101100
3rd10110001
00011011
1st10110001
2nd11000110
3rd01101100

Convert the binary string into braille by treating each 1 as a raised dot and each 0 as an empty space. Turn the braille character into a letter/number using the table on the next page.

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
1
2
3
4
5
6
7
8
9
0

The next step is to transmit each character using Semaphore while in transmit mode. Each button in descending priority level gets a assigned character of A, B, C, D, 1, and 2 respectively.

The buttons assigned (1, 2) will change between the groups of (N, NE, E, SE) and (S, SW, W, NW) respectively. The buttons assigned (A, B, C, D) will transmit the direction according to the list in the previous sentence. The first direction transmitted will transmit the left hand and the second direction transmitted will transmit the right hand.

To enter transmit mode, press the center button. This will cause the button to flash indicating that it is in transmit mode. You can exit out of the transmit mode at any time by pressing the center button.

At the start of transmission, the module doesn't know if you are transmitting in Letter or Number mode. Transmit the 2 button presses that correspond to Letters/Numerals to enter that mode.

Every time you transmit a character, a non-center button's led color will turn green. Transmitting the wrong character will cause the module to strike. However, it won't strike until 6 characters have been transmitted.

Rest / Space
Rest / Space
Numerals
Numerals
Error / Attention
Error / Attention
A or 1
A or 1
B or 2
B or 2
C or 3
C or 3
D or 4
D or 4
E or 5
E or 5
F or 6
F or 6
G or 7
G or 7
H or 8
H or 8
I or 9
I or 9
J or Letters
J or Letters
K or 0
K or 0
L
L
M
M
N
N
O
O
P
P
Q
Q
R
R
S
S
T
T
U
U
V
V
W
W
X
X
Y
Y
Z
Z
Cancel / Annul
Cancel / Annul

Brown Hexabuttons

Each non-center button is assigned a alchemical symbol. Use the table below by using the 1st number as the row and the 2nd number as the column to get the alchemical symbol:

12345678
1
2
3
4
5
6
7
8

The text on the center button represents the starting potion. Pressing the center button will cause it to play a text-to-speech message consisting of 6 letters. Each of these letters represents the potions you will need to make, but it doesn't have to be in that order. Use the letters in the table on the next page to get your potions:

AEIMQU
BFJNRV
CGKOSW
DHLPTX

Pressing a non-center button will mix the button's assigned alchemical to the current potion. This will cause the current potion to become a different potion using the mixing rules.

Press the non-center buttons in such a way to create all 6 potions starting from the starting potion to disarm the module. After all 6 buttons have been pressed, the module will check if you have made all 6 potions. If not, the module will strike and will reset all input. Pressing the center button will also reset any input you have made.

Mixing Rules

Each potion has an RGB value according to its color. When mixed with a alchemical, the RGB value of the potion is XORed with the colors of the alchemical, with the BIG colors being 1 and SMALL colors being 0. The resulting RGB value is the new color of the potion.

RGB Table

RedGreenBlueCyanMagentaYellowWhiteBlack
(1, 0, 0)(0, 1, 0)(0, 0, 1)(0, 1, 1)(1, 0, 1)(1, 1, 0)(1, 1, 1)(0, 0, 0)

The charge of the potion depends on the total amount of positives and negatives between the alchemical it's mixed with as well as the potion itself:

  • If the total number of positives is more than the total number of negatives, the potion becomes a positive potion.
  • Otherwise, if the total number of negatives is greater than the total number of positives, the potion becomes a negative potion.
  • Otherwise, the potion becomes a neutral potion.

Examples