On the Subject of Module Maneuvers

Get your groove on and… strategize your solve order.

  • There will be four distinct arrow buttons placed around a rotating button in the center.
  • The left and right displays will display the x- and y-coordinates of a point on a coordinate plane. This is the goal position.
  • You begin at coordinate (0,0) of this plane. To solve the module, solve other modules so that you are on the same coordinate as the goal, and then press the center button.
  • When an non-ignored module is solved, you may move in the grid based on its name. Note that when an non-ignored module is solved, the center button will reverse direction.
  • For each arrow button, if its corresponding condition fits the module name, you will move in its direction.
  • If multiple arrows have their conditions met, move in both directions at once.
  • If all non-ignored modules are solved and the module has not yet solved, the arrow buttons will become interactable.
  • You may use the arrows to manually move around the grid, but every second movement will cause a strike.
  • In this state, if the button is held for longer than one second, the module will enter stage recall mode.
    • Pressing the arrow buttons will modify the stage being accessed displayed on the right screen.
    • Pressing the center button will make the arrows flash their corresponding movements for the displayed stage and the following two stages, and then incur a strike.

Arrow Conditions: Note: all conditions are case-insensitive.

Arrow Condition Arrow Condition
Contains “Wire”, “Simon”, “Maze”, or “Morse” Ends in ‘s’.
Contains 3 or more vowels. Contains the word “The”.
Contains less than 2 vowels. Contains no spaces.
Does not contain the letter ‘e’. Starts with ‘B’, ‘J’, ‘K’, ‘P’, ‘Q’, ‘V’, ‘X’, or ‘Z’.
Starts and ends with the same letter. Starts with a vowel.
Contains a character that is not a letter or whitespace. Ends with a vowel.