On the Subject of Dandy's Floors

Who knew that porting a Roblox place to KTaNE would turn out so complex and confusing?

  • This module has a total of 6 states/modes it can be in: Initial State, Stages Mode, Submission Mode, Recovery Mode, Strike Mode and Solved State.
  • Once you are familiar with the way this module works physically, refer to section Solving Process.

Initial State

  • If there is at least one non-ignored module on the bomb, Dandy’s Floors will begin in the Initial State. In this state, the only notable thing on the module is a flower button with 6 coloured petals.
  • If your serial number is somehow “ZZZZZZ” or it somehow contains more than 6 characters, Answer = 0. Press the flower button to enter Submission Mode before solving any non-ignored module. If you solve a non-ignored module without pressing the flower button in this case, the module will go into Strike Mode.
  • If the flower button is pressed when not needed, a strike will be given.

Stages Mode

  • When the first non-ignored module on the bomb is solved, Dandy’s Floors will go into Stages Mode (unless there was only one non-ignored module on the bomb to begin with, in which case Dandy’s Floors will immediately go into Submission Mode with Answer = 0). In this state, there are a few notable things:
    • A FLOOR: text with a number to the right of it, which will start at 1 and will increment every time a non-ignored module is solved, practically acting as a stage counter.
    • A MACHINES: text with a number to the right of it, which will always be in range from 4 to 10 (inclusive).
    • A 6×4 grid of grey squares with silhouettes/images of Twisted Toons on them. Refer to section Toons Table to see what the Twisted Toons’ images look like.
    • A SUBMIT? button, used to enter Submission Mode when needed. If this button is pressed when not needed, a strike will be given.
  • Occasionally, after some time after the module displays the next floor, a blackout might occur (this can only happen on floors 3+). During a blackout, module’s background will be darker, and the grey squares on the 6×4 grid will be black instead.
  • For every floor you encounter, note down three things:
    • The active Twisted Toons (which will be displayed as their images on the 6×4 grid, with the inactive Twisted Toons being displayed as their silhouettes).
    • The displayed number of machines.
    • Whether or not there was a blackout this floor.
  • If after processing the floor in section Solving Process the player is dead or one of the unicorn cases applied, press the SUBMIT? button to enter Submission Mode before solving any more non-ignored modules. If you solve a non-ignored module with the player being dead or with one of the unicorn cases being applied, the module will go into Strike Mode.

Submission Mode

  • Dandy’s Floors will enter Submission Mode once all non-ignored modules on the bomb are solved.
  • In Submission Mode, there is an input display with an ichor icon to the right and a keypad below, which has numbered buttons 0-9, a red clear button, and a green submit button.
  • Use the keypad to input the Answer obtained throughout the module’s solving process, taken modulo 10000 (i.e. Answer’s last 4 digits) then press the green submit button.
    • If the submitted answer is correct, Dandy’s Floors will go into the Solved State.
    • Otherwise, a strike will be given, input will be cleared, and the input display will start flashing (only when it is empty), indicating that Recovery Mode can be entered by pressing it to view all of the floors.

Recovery Mode

  • Recovery Mode looks the same as Stages Mode, and the only difference between the two is that the squares in the 6×4 grid are now pressable.
    • Press any square in the grid to advance to the next floor or Submission Mode when advancing from the last floor.
    • Press the SUBMIT? button to immediately advance to Submission Mode.
  • Note: In Recovery Mode, blackouts will be displayed immediately after advancing to the floor which had one.

Strike Mode

  • In Strike Mode, Dandy’s Floors will repeatedly strike until the bomb explodes or until the module is solved with cheats.
  • The text in the middle of the module will display the reason why Dandy’s Floors entered Strike Mode:
    • “NO HP LEFT” - a non-ignored module was solved while the player was dead.
    • “SEED NOT FOUND” - a non-ignored module was solved with the serial number being “ZZZZZZ” or having more than 6 characters.
    • “UNICORN NOT ACTIVATED” - a non-ignored module was solved while one of the unicorn cases was applied.

Solved State

  • Solved State looks the same as the Initial State, with the exception of flower button being unpressable.
  • After a short delay after entering the Solved State, the module will solve.

Solving Process

  • Before processing any of the floors, you need to generate the Seed for the run by first generating the Initial seed:
    1. Take your current serial number (bomb’s serial number at the start) as a 6-digit base-36 number and convert it to base-2 (binary).
    2. If the converted number contains more than 31 bits, shift your current serial number 1 symbol to the left (e.g. ZY4AS2 → Y4AS2Z) and use it in step 1 again.
    3. Once your converted number is shorter than 32 bits, remove the first bit to obtain the Initial seed. Additionally, set your Seed to be equal to the Initial Seed.
  • The Initial seed’s length will most likely not be enough for the duration of the module. You may extend the seed by following this process for a maximum of 35 iterations (if you go through all of the iterations, you will obtain the Full seed):
    1. Take the previous iteration’s serial number (or the bomb’s serial number on the first iteration).
    2. Shift every character in it through the base-36 alphabet forward once (base-36 alphabet - 0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ).
    3. Convert the resulting serial number from base-36 to binary.
    4. Take [the length of the Initial seed] least significant bits; If the binary number is shorter than the Initial seed, prepend zeros to the binary number until its length is equal to [the length of the Initial seed].
    5. Bitwise XOR the resulting binary with the Initial seed without discarding any leading zeros from the result.
    6. Append the result of the XOR to the Seed.
  • If the Full seed’s length is still not enough (virtually impossible), extend it by appending it to itself infinitely.
  • Note: during the solving process, when this manual asks to “request N bits”, use the first N bits from your current Seed as the result of the request and then remove the bits from the Seed itself.
  • Throughout this module, you need to keep track of:
    • Who you’re playing as - your toon,
    • Your toon’s HP,
    • Your toon’s Inventory (which always has 3 slots, all empty at the start),
    • The amount of collected ichor (refer to section Ichor Rules),
    • The items that have been used (for every floor, not in total),
    • The number of Protein bars used throughout the entire module,
    • All rarities of all items in order of their usages throughout the entire module.
  • Request 23 bits. Convert the result to decimal and take it modulo 23. Use this number in the table from section Toons Table to obtain the toon you are playing as:
    • If your toon’s rarity is “main”, you start with 2 HP.
    • Otherwise, you start with 3 HP.
  • Now you can start processing the floors. Follow these steps (on the next pages) in order for each floor you encounter:
  1. Determine the number of machines on the floor:
    • If Twisted Astro is active, the number of machines is equal to [displayed number of machines] * 1.25 + [batteries], rounded down.
    • Otherwise, the number of machines is equal to the displayed number of machines.
  2. Follow the rules from section Ichor Rules depending on the floor’s active twisteds and the floor’s number of machines to collect ichor.
  3. Generate the floor’s items (make sure to keep track of which items were on the floor) and pick them up:
    • Request 2 bits. Convert the result to decimal and add 1. The result is how many items there are on this floor. For each one:
      • Request bits until you encounter a 0, for a maximum request of 5 bits. The result will determine the rarity of the item:
        • 0 or 10 - common item.
        • 110 - uncommon item.
        • 1110 - rare item.
        • 11110 - very rare item.
        • 11111 - ultra rare item.
      • If the item is ultra rare, request 1 bit. Otherwise, request 2 bits. Convert the result to decimal and take it modulo [the number of items of this item’s rarity].
      • Use the resulting number in its rarity inside the table from section Items Table to obtain this item.
      • If your toon’s inventory is not completely full, pick up this item, putting it in the leftmost empty slot.
      • Otherwise, if there is an item with a rarity lower than this item’s rarity that is not a Bandage nor a Health Kit, fully use the item with the lowest rarity (excluding Bandages and Health kits) in your toon’s inventory overall (in case of a tie, use the rightmost item in your toon’s inventory from the tie), and then pick up the generated item. (don’t forget to add ichor for the used item using the rules from section Ichor Rules)
      • Otherwise, skip over this item.
  4. Process the damage taken from the active twisteds using their rules from the table from section Toons Table:
    • Always process Twisted Goob’s rule first, and Twisted Gigi’s rule last. Process all of the other twisteds’ rules in reading order within the table.
    • Every time you take damage, if your toon has a Bandage or a Health kit in their inventory, determine whether or not you should heal using the rules from section Healing Rules.
  5. Use every item in your toon’s inventory (left-to-right):
    • Find the item in the table from section Items Table and look at its rule.
    • If the rule says that you can only use the item once per floor and you have already used this item anywhere during this floor, skip over it.
    • Otherwise, use the item if its rule applies, and skip over it if it doesn’t.
  1. Determine whether or not one of the unicorn cases applies (in which case you must immediately press the SUBMIT? buton on the module and submit the answer from the unicorn case):
    • If your toon’s rarity is “main”, they have 2 HP, and every slot in their inventory is filled with a Bandage or a Health Kit, Answer = 4999.
    • Otherwise, If your toon’s rarity is not “main”, they have 3 HP, and every slot in their inventory is filled with a Health Kit, Answer = 9999.
  2. If the toon’s HP is below 1, they’re dead. Answer = the amount of ichor collected. Press the SUBMIT? button on the module.

Ichor Rules

  • First, you collect 5 ichor from each machine on the floor.
  • Every active twisted on the floor gives ichor depending on its rarity:
    • Common: 5 ichor.
    • Uncommon: 6 ichor.
    • Rare: 8 ichor.
    • Main: 10 ichor.
    • Lethal: 25 ichor.
    Additionally, if an active twisted matches your toon, you gain additional 40 ichor.
  • In a similar way, every item, when used, gives ichor depending on its rarity:
    • Common: 1 ichor
    • Uncommon: 2 ichor
    • Rare: 3 ichor
    • Very rare: 5 ichor
    • Ultra rare: 10 ichor
  • Ichor may be subtracted from your total if you take damage from Twisted Teagan.

Healing Rules

  • If your toon’s rarity is “main”, they have 1 HP, and a Bandage or a Health kit in their inventory, the Bandage/Health Kit is used, healing 1 HP.
  • Otherwise:
    • If your toon has 1 or 2 HP and they have a Bandage in their inventory, the Bandage is used, healing 1 HP.
    • Otherwise, if your toon has 1 and they have a Health Kit but not a Bandage in their inventory, the Health kit is used, healing 2 HP.
  • Note: use the rightmost Bandage/Health kit, but only when healing from damage.

Toons Table

# Toon/twisted, rarity Rule
0
Deals 1 damage if the floor number is prime.*
Boxten, common
1
Deals 1 damage if either Twisted Dandy or Twisted Sprout is active.
Cosmo, common
2
Deals 1 damage if the floor number is greater than 7 and is in the Fibonacci sequence.*
Poppy, common
3
Deals 1 damage if there is an Air Horn in your toon’s inventory. After taking damage, use the rightmost Air Horn.
Looey, common
4
Deals 1 damage if there are more than 8 machines on the floor and your toon is not Finn.
Shrimpo, common
5
Deals 1 damage if there are exactly 6 active twisteds (including herself).
Tisha, common
6
Deals 1 damage if there was blackout last floor. Never deals damage on the first floor.
Brightney, uncommon
# Character/enemy, rarity Rule
7
Deals 1 damage if either Twisted Finn or Twisted Astro is active.
Connie, uncommon
8
Deals 1 damage if there are more than 8 machines or your toon is Shrimpo.
Finn, uncommon
9
Never deals damage.
Razzle & Dazzle, uncommon
10
Deals 1 damage if all of the following conditions are true:
  • Your toon’s inventory is not full.
  • Right now, your collected ichor is less than 160.
  • There is a very rare or ultra rare item on the floor.
  • Your toon doesn’t have an Eject button in their inventory.
Rodger, uncommon
11
Deals 1 damage if your collected ichor is more than 600. After taking damage, subtract 100 ichor from your total.
Teagan, uncommon
12
Deals 1 damage if Twisted Rodger is active.
Toodles, uncommon
# Character/enemy, rarity Rule
13
Deals 1 damage if your toon is Connie or Shrimpo on any floor or Razzle & Dazzle on an even-numbered floor. All Pops and Bottles o' Pop in your toon’s inventory are used regardless of whether you took damage or not.
Flutter, rare
14
Deals 1 damage if your toon’s inventory is empty. Otherwise, steals the leftmost item from your toon’s inventory.
Gigi, rare
15
Deals 1 damage if there are exactly 4 machines on the floor. Deals 1 additional damage if your toon is Shrimpo or Glisten.
Glisten, rare
16
Deals 1 damage if the floor number is composite.* Otherwise:
  • If Twisted Dandy is not active, no enemy rules apply.
  • Otherwise, deals 3 damage (all damage is dealt one by one, so you are able to avoid death by healing).
Goob, rare
17
Deals 1 damage if the floor number is not divisible by 3. Deals 1 additional damage if Twisted Goob is active.
Scraps, rare
18
Deals 1 damage if the number of machines is greater than 7 and divisible by 4.
Astro, main
19
Deals 1 damage if the floor number is not divisible by 11. This rule is inverted (not divisible by 11 → divisible by 11) if Twisted Dandy is active.
Pebble, main
# Character/enemy, rarity Rule
20
Deals 1 damage if Twisted Vee is not active and your toon is not Vee.
This rule doesn’t apply if your toon has at least one Skill Check candy or Enigma candy in their inventory.
Shelly, main
21
Deals 1 damage if all of the following conditions are true:
  • Your toon is not Cosmo.
  • The number of Protein bars used throughout the module is even.
Sprout, main
22
Always deals 1 damage.
Vee, main
23
Count up a score using these rules:
For every odd (1st, 3rd, 5th...) used item throughout the module add the points depending on its rarity. For every even (2nd, 4th, 6th...) used item subtract the points:
  • Common item: 0 points.
  • Uncommon item: 1 point.
  • Rare item: 2 points.
  • Very rare item: 3 points.
  • Ultra rare item: 4 points.
If the final score is divisible by 5 and no “main” twisteds are active, immediately kills the player.
Dandy, lethal

* Refer to section Sequences on the last page of this manual

Items Table

  • Items are numbered within their rarities.
# Item, rarity Rule
0
Use immediately. (All per floor)
Gumballs, common
1
Use if an “uncommon” twisted is active. (Once per floor)
Chocolate, common
2
Use if an “uncommon” twisted is active. (Once per floor)
Pop, common
0
Use if at least one of the following twisteds is active: Twisted Teagan, Twisted Toodles, Twisted Flutter, Twisted Gigi, Twisted Astro, Twisted Pebble, Twisted Shelly, Twisted Sprout. (Once per floor)
Speed candy, uncommon
1
Use if at least two of the following twisteds are active: Twisted Teagan, Twisted Toodles, Twisted Flutter, Twisted Gigi, Twisted Astro, Twisted Pebble, Twisted Shelly, Twisted Sprout. (Once per floor)
Protein bar, uncommon
# Item, rarity Rule
2
Use if a “main” twisted is active. (Once per floor)
Stealth candy, uncommon
3
Use immediately. (All per floor)
Skill Check candy, uncommon
0
Use immediately. (All per floor)
Jumper cable, rare
1
Use depending on the rules from section Healing Rules.
Bandage, rare
2
Use immediately. (Once per floor)
Enigma candy, rare
3
Use immediately. (All per floor)
Air Horn, rare
# Item, rarity Rule
0
Use if an “uncommon” twisted is active. (Once per floor)
Bottle o' Pop, very rare
1
Use depending on the rules from section Healing Rules.
Health kit, very rare
2
Use if an “uncommon” twisted is active.
This item has 5 usages in total (fully using this item means using up all 5 of its usages at once).
(One usage per floor)
Box o' Chocolates, very rare
0
Use if Twisted Rodger is active. (Once per floor)
Eject button, ultra rare
1
Use if more than 4 twisteds are active. (Once per floor)
Smoke bomb, ultra rare

Sequences

  • Note: all of these sequences are shortened to only contain numbers less than 100.
  • Fibonacci numbers greater than 7:
    8, 13, 21, 34, 55, 89...
  • Prime numbers:
    2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, 47, 53, 59, 61, 67, 71, 73, 79, 83, 89, 97...
  • Composite numbers:
    4, 6, 8, 9, 10, 12, 14, 15, 16, 18, 20, 21, 22, 24, 25, 26, 27, 28, 30, 32, 33, 34, 35, 36, 38, 39, 40, 42, 44, 45, 46, 48, 49, 50, 51, 52, 54, 55, 56, 57, 58, 60, 62, 63, 64, 65, 66, 68, 69, 70, 72, 74, 75, 76, 77, 78, 80, 81, 82, 84, 85, 86, 87, 88, 90, 91, 92, 93, 94, 95, 96, 98, 99...