On the Subject of Colored Hexabuttons

~I put a hex on you~

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

To get your initial order, press the center button. You will recieve a text-to-speech message consisting of a word and a number.

Find the word in the table to get the initial order of buttons on the right:

ALFAML BL BR TR TL MRNOVEMBERTR BL BR ML MR TL
BRAVOTR BR MR TL ML BLOSCARMR ML BL BR TL TR
CHARLIEBR BL MR TR ML TLPAPABR ML BL MR TL TR
DELTATR TL ML MR BL BRQUEBECBR MR ML TL TR BL
ECHOMR TL TR ML BR BLROMEOBR TR TL BL MR ML
FOXTROTBR TL TR ML BL MRSIERRABL TL TR ML MR BR
GOLFBL ML MR BR TL TRTANGOTR MR BL BR TL ML
HOTELTL BL BR TR MR MLUNIFORMMR BR ML TR BL TL
INDIATL BR MR ML TR BLVICTORTL TR ML MR BL BR
JULIETBL MR BR TR ML TLWHISKEYTL ML TR BL BR MR
KILOML TL MR BL BR TRX-RAYML TR TL BR MR BL
LIMAML BR BL MR TR TLYANKEEBL TR TL MR BR ML
MIKEMR TR TL BL ML BRZULUTL MR BL BR ML TR

TL - Top Left TR - Top Right ML - Middle Left
MR - Middle Right BL - Bottom Left BR - Bottom Right

Start at the nth position of the sequence where n is the number received from the message. Take any button positions to the left of the nth position and put them at the end of the sequence. This is your final button sequence.

Press the buttons in the order of the final button sequence to disarm the module.

Pressing the buttons in the wrong order will result in a strike. Any input you have made will be undone.

Orange Hexabuttons

The letters written on the buttons have been encrypted through a specific cipher. Follow the rules below to decipher the letters:

Press the center hexabutton to recieve a text-to-speech message consisting of a cipher type and possibly followed up by a key. Follow the instructions for the cipher type below:

Atbash

Replace the letter you have with the letter above or below it in the table below:

ABCDEFGHIJKLM
ZYXWVUTSRQPON

Caesar

For each letter, move forwards in the alphabet a number of times equal to the key number, the number that is said after the cipher type.

Condi

For each letter in reading order, move backwards in the alphabet a number times equal to the key number, the number that is said after the cipher type.

The alphanumeric position of the new letter becomes the new key number.

Monoalphabetic

The key word, the 6 letters that is said after the cipher type, is placed at the front of the alphabet. Remove any 2nd occurrences of letters in the cipher alphabet. Write down a 2nd alphabet below the cipher alphabet.

For each letter, find the letter on the top row and replace it with the letter on the bottom row.

Porta

For each letter in reading order with the key word, the 6 letters that is said after the cipher type, use the nth key letter as the row.

If the nth letter is between A-M, use the letter as the column on the top. The intersection of the row and the column of the 2 letters in the table will give you the new letter.

Otherwise, find the nth letter in the same row as the letter of your nth key letter. The column of that letter will give you the new letter via the A-M row of the table.

ABCDEFGHIJKLM
ABNOPQRSTUVWXYZ
CDOPQRSTUVWXYZN
EFPQRSTUVWXYZNO
GHQRSTUVWXYZNOP
IJRSTUVWXYZNOPQ
KLSTUVWXYZNOPQR
MNTUVWXYZNOPQRS
OPUVWXYZNOPQRST
QRVWXYZNOPQRSTU
STWXYZNOPQRSTUV
UVXYZNOPQRSTUVW
WXYZNOPQRSTUVWX
YZZNOPQRSTUVWXY

Ragbaby

Starting with an offset of the key number, the number that is said after the cipher type, for each letter in reading order, go backwards in the alphabet a number times equal to the offset.

Replace the letter with the new letter you landed on, then add 1 to the offset.

Vigenere

Using the key word, the 6 letters that is said after the cipher type, subtract the alphanumeric position of the nth letter in reading order by the alphanumeric position of the nth key letter.

If the number is below 1, add 26 until it is within the range of 1-26. Convert the number back to a letter.

After Decrypting

The resulting letters won't form a word because the letters are scrambled. Use the table below to figure out which word it is:

ABACUSACTIONADVICEAFFECTAGENCYALMONDAMOUNTANARCHAPPEARARRIVE
BALLADBAKERYBEACONBINARYBLEACHBRONZEBOXINGBREEZEBELIEFBITTER
CACTUSCEREALCHERRYCITRUSCLOSETCOFFEECRISISCURSORCONVEXCELLAR
DANGERDEBRISDINNERDOODLEDRIVERDUSTERDEFEATDIRECTDOMINODRAWER
EASTEREDITOREFFECTEGGNOGEMBLEMENROLLEQUALSERASERESCAPEEXPERT
FABRICFELINEFILTERFLAVORFORESTFREEZEFUTUREFACADEFOLLOWFINISH
GALLONGEYSERGALAXYGLANCEGROWTHGUTTERGAMBLEGERBILGINGERGIVING
HAMMERHEIGHTHIDINGHOLLOWHUNTERHYBRIDHANDLEHELMETHAZARDHURDLE
ICICLEIMPORTINSERTITALICIMPAIRINCOMEIMPACTINSULTINSECTINTENT
JESTERJINGLEJOGGERJUNGLEJERSEYJOCKEYJUGGLEJUMBLEJUNIORJAILER
KETTLEKIDNEYKNIGHTKENNELKINGLYKITTENKRAKENKINDLYKERNELKEEPER
LAGOONLEADERLIMBERLOCKETLUXURYLYCHEELADDERLEGACYLIQUIDLOTION
MAGNETMEADOWMIDDLEMOMENTMUSEUMMYSTICMATRIXMELODYMIRRORMUFFIN
NAPKINNEEDLENICKELNOBODYNUTMEGNATIONNECTARNINETYNOTICENARROW
OBJECTOCELOTOFFICEOPTIONORANGEOUTPUTOXYGENOYSTEROFFSETOUTFIT
PALACEPEBBLEPICNICPLAQUEPOCKETPROFITPUDDLEPENCILPIGEONPOETRY
QUARTZQUIVERQUARRYQUEASYRABBITREFLEXRHYTHMRIBBONROCKETRAFFLE
RECIPERUBBERRADIUSRECORDSAILORSCHEMESEARCHSHADOWSIGNALSLEIGH
SMUDGESNEEZESOCIALSQUEAKTAILORTEACUPTHIRSTTICKETTOGGLETRAVEL
TUNNELTWITCHTEMPLETHEORYUNISONUPWARDUTMOSTUTOPIAUNIQUEUNREST
UNSEENUNWRAPUNVIELUPHOLDVACUUMVECTORVIEWERVORTEXVALLEYVERBAL
VICTIMVOLUMEVANISHVERMINWAFFLEWEALTHWHEEZEWIDGETWOLVESWRENCH
WALNUTWEIGHTWISDOMWONDERYEARLYYELLOWYONDERZEALOTZEBRASZODIAC

Press the 6 buttons in such a way that it spells out the word to disarm the module. Sometimes you will get a word with duplicate letters, it doesn't matter which button you press, but you can only press each button once.

Misspelling the word will result in a strike. Any input you have made will be undone.

Yellow Hexabuttons

Each of the non-center buttons will move you in a direction in the maze. To figure out which button does which move, 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 move you north. The 2nd shape will move you north-east. 3rd shape is south-east. 4th shape is south. 5th shape is south-west. The remaining button will move you north-west.

Priority List

        
        
        
        
        
        
        
        
        
        

Pressing the center button will start playing a text-to-speech message that will output 4 numbers. The first 2 numbers represent the current location you're at in the maze. The last 2 numbers represent the location of the goal space.

Press the buttons so 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. You can always check where you are by pressing the center button.

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 unique note when pressed.

The center button's text refers to a measure number in the sheet music below. Locate the measure to see the order of the notes. Press the buttons in such a way that will play the notes in the order of the current measure in the sheet music while in recording mode to disarm the module.

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.

Basic Music Knowledge

Note: A note is indicated in the sheet music by a filled in dot with a line coming out of it. The higher the note is on the staff, the higher the tone/pitch. The lower the note is on the staff, the lower the tone/pitch.

Measure: Contains a collection of notes inbetween 2 lines called a bar line. In this module, each measure contains exactly 6 notes each. Measures are numbered on the left hand side of each line, starting at 1.

Blue Hexabuttons

The symbols written on each button references to a movement when you press the center button. Find the symbol on the table below to find out which button is linked to which movement:

1st Movement4th Movement
2nd Movement5th Movement
3rd Movement6th Movement

Pressing the center button will transition into the movement phase. The symbols on the buttons will disappear as well as the center button. Each movement has a different value found on the table below:

323241
1711219
051413
25161521
692618
222787
4201012

The button that is linked with that movement gets that value. Press the buttons in ascending value order to disarm the module. Do note, since the buttons have moved around, the values move with them. Therefore, keep track of which button is which.

If you would like to see the symbols again, press the center button. You can only press the non-center buttons after the movement phase.

Pressing the buttons in the wrong order will result in a strike. Any input you have made will be undone.

Purple Hexabuttons

Start by pressing the center button. This will start playing a text-to-speech message consisting of 6 numbers.

Take this 6 digit string and separate them into 3 pairs. The first 2 digits will be the left number, the next 2 digits will be the right number, and the last 2 digits will be the resulting number.

Take all 3 numbers and turn them into 6 digit binary numbers. There is a chart at the very end of this part to assist you in this endeavor.

Figure out which logic gate is being used. There is a chart to help you below, with the left column being the input, and the right columns being output:

INPUTANDORXORNANDNORXNOR
0000011111
0101110010
1001110001
1111000111

This logic gate will be used for determining the 3rd number later on. But for now, combine the numbers back into a 6 digit string. 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.

Treat each non-center button as if they are labeled 1-6 in reading order. Reading the bottom number left to right, get the character written on the button.

Use the table below to turn each character into a left bit that will make up the left number, and a right bit that will make up the right number:

CharactersLeft BitRight Bit
VC9A52BWI00
O8NXDFZ7H01
TGJ3MPKS410
6URQ1EYL011

Using the logic gate that you figured out and the 2 6 digit binaries, create the resulting 6 digit binary. Convert all 3 6 digit binaries back into 2 digit numbers using the binary chart to help you.

Combine all 3 numbers into a single 6 digit number. Place a 1 under the lowest digit, then a 2 under the 2nd lowest digit, and so on as you did before.

Press the non-center buttons in the order of the bottom 6 digit number, again treating the non-center buttons as if they are labeled 1-6 in reading order.

Pressing the buttons in the wrong order will result in a strike. Any input you have made will be undone.

Binary Chart

00000000160100003210000048110000
01000001170100013310000149110001
02000010180100103410001050110010
03000011190100113510001151110011
04000100200101003610010052110100
05000101210101013710010153110101
06000110220101103810011054110110
07000111230101113910011155110111
08001000240110004010100056111000
09001001250110014110100157111001
10001010260110104210101058111010
11001011270110114310101159111011
12001100280111004410110060111100
13001101290111014510110161111101
14001110300111104610111062111110
15001111310111114710111163111111

White Hexabuttons

Each of the buttons when hovered over will turn into 1 of the 6 colors; (R)ed, (O)range, (Y)ellow, (G)reen, (B)lue, (P)urple.

Start by getting the initial sequence of colors by starting at the button that has the same color as the center button and going clockwise.

Then press the center button, this will start a flashing sequence that is 6 flashes long. Keep note of the colors of the buttons when hovered that flashed.

Create 6 color pairs by ordering the flashes like so:
{(1st, 2nd), (2nd, 3rd), (3rd, 4th), (4th, 5th), (5th, 6th), (6th, 1st)}

With each color pair, use the left color as the row and the right color as the column on the table below. The intersection or the pair in the table will give you an instruction of what to do with the intial sequence.

ROYGBP
RY*BPB*GBYGP*
OOPGP26RO1625
Y46R*3615RGYP
G56RBRP45OY13
BOG2414G*OB23
PRYO*343512YB

CC - Swap the 2 colors
## - Swap the 2 positions
C* - Bring the color to the beginning of the sequence. If it already is, bring it to the end of the sequence.

After following each instruction with all 6 color pairs, you now have the final color sequence. Press the buttons in the order of the final color sequence to disarm the module.

Pressing the buttons in the wrong order will result in a strike. Any input you have made will be undone.