On the Optimization of Encrypted Hangman
Do not commit sudoku. Maybe all of the other manuals will help you instead.
Summary
Determine the module that was used on Encrypted Hangman and the cipher used, and submit its encryption. (Max 24 letters displayed on the module) Guessing incorrectly 10 times will reset the module with a new set.
WARNING: Hangman must be disarmed before any instance of the module identified by its message. Solving any matching module before Hangman incurs a strike and the module will reset. Some modules are exempt from this even if they appear as the message, see the ignore list for Encrypted Hangman for all listed modules.
* - If the module contains diacritic letters in its name, Hangman will try to replace those letters with their English counterparts. Some modules are also excluded from being chosen by Hangman as the message, specifically those without any English letters in their name.
Appendix - Non-Trivial C1PH3R2
Cipher | How does it work? | What is the key? |
---|---|---|
Vigenère Cipher | In Vigenère Cipher, every letter in the message is added to the letter with the same position as the key.
Take this sum modulo 36 and look what letter is represented by this value.
Each letter has a specific value which you can find in the Vigenére Cipher manual.
The key is always as long as the message itself. If the key is “ABCDE” and the message is “KTANE”: A + K = 8 + 32 = 40%36 = 4 = R; B + T = 0 + 25 = 25 = T; ... The encrypted messege is then “RTZLG”. This cipher uses numbers too. If the message or the key has numbers leave them as they are. If numbers occur in the encrypted message they will be substituted with A0J9. |
The key is the serial number. Adapt the length of the serial number by repeating it. (With S# of ABCDEF and a length of 9, the key is ABCDEFABC.) |