On the Subject of Forgetle

You’ll need much more than a mind of steel and “CRATE”...

When the bomb is activated, a word will be displayed. Take note of which word is displayed before attempting to disarm any modules.

After a non-ignored module is disarmed, the stage number will increase, and from then onwards, the main display will show colors as opposed to a word. Take note of the sequence of colors after every solve.

  • To accommodate defusers with color-blindness, all colors displayed will have the first letter of their color displayed during the initial stages.

After all non-ignored modules have been solved, the display will go blank, prompting for a list of words that, when chained together, continuously follow the rules listed below:

  • If a cell is Green, then the letter in the same position from the previous stage is in the same position in the current stage.
  • Otherwise, if a cell is Yellow, then the letter in the same position from the previous stage is not in the same position, but is present in the current stage.
    Important Note: Yellow cells are evaluated from left to right; only the first occurrence of a letter in a given position will be marked if there is only one occurrence of a letter in the current stage (for example, “datum” would not be a valid word if the previous stage’s word was “strut”, and the colors for the current stage were BBBGY).
  • Otherwise, the cell is Black/gray, and the letter in the same position from the previous stage is not present in the current stage.
  • Repeating letters will only be colored yellow or green if there is more than 1 of the same letter from the previous stage and fall under those respective rules; excess repeating letters are colored black/gray.
  • Once a given word has been correctly submitted for a given stage, it cannot be used again, unless the stage number resets to 1.

All words must be found in the word bank, beginning on the next page.

Words may either be typed out on the defuser’s keyboard (Backspace to delete a letter, Enter to submit a word) or inputted through the module’s keyboard (DLT to delete a letter, SMT to submit a word). Do not attempt to interact with any part of this module before all other modules have been solved, otherwise the module will strike.

If the submitted word for a given stage is not a word in the table, the cells will turn red, but the module will not strike.

If the submitted word is a valid word that does not follow the rules above, the module will strike, and the sequence of colors for the current stage will reappear on the cells. Note that these colors will go away after interacting with the module again.

In the event that a submitted word on a given stage leads to an unsolvable state, the display will turn red and go blank, and the stage number will be reset to 1, but the module will not strike.

In the event that there are less than 2 non-ignored modules to be disarmed at the start of a bomb, the display will show all exclamation points (!), and the module may be disarmed at any time by pressing “SMT”.