On the Subject of Multiverse Synchronization

The typical Marvel movie, but with extra explosives!

A failure has been spotted in the bomb defusal multiverse, causing it to desync. Future bombs may not be possible to defuse due to multiple paranormal behaviours. Such as no digits in the serial number, absence of any module, and similar reasons.

In case that ever happens, this module will be forced into the next bomb with no anomalies described above. Your job is to synchronize the multiverse, so no disaster happens.

This module will have an empty timer, for you to set up, and a “Synchronize” button, which starts the timer.

When the timer hits 00:00, a specific module, which will be revealed in the following instructions, should be solved. This will cause a signal in the multiverse to sync it all back. The timer will be aligning everything so the solved module will signal in the perfect time and space to the multiverse get back to normal.

In case of the bomb having multiple Multiverse Synchronization modules, as soon as one of them is solved, all others will solve with it.

Failure to solve the module when it hits 0 will cause a strike. 3 failures in a row will cause an explosion, to prevent a bigger desync. This module will then be forced into another bomb.

Setting the timer at a wrong timestamp will cause a strike. If the timer is set at an incorrect number of solves, it will also cause a strike. It’s important that the number of solves is aligned with the multiverse.

Now, follow the instructions below to determine the number of solves, time, and module to defuse to sync the bomb defusal multiverse.

Step 1 - Correct Solved Modules Count

If the bomb has 3 or less non-ignored modules, this module will solve whenever the "Synchronize" button is pressed with the correct time.

Firstly, you need to find the Solve Key, which is determined by the steps below:

  • First, take note of the serial number, this is the first part of the key.
  • And secondly, take note of the following numbers:
    • Total non-ignored module count (including needies);
    • Total number of indicators + batteries;
    • Sum of the alphanumeric positions of all serial number’s letters;
    • Total number of seconds remaining when the bomb started;
    • Number of port plates;
    • Sum of all serial number’s digits.
  • Modulo all those digits by 26, then add 1, then convert them into a letter (A=1, B=2...). This is the second part of your key.
  • To get the Solve Key, use the table on the next page for each character in both parts. Use the rows for the first part, and columns for the second part.
  • If the bomb has less or equal than 11 non-ignored modules, you need to set the timer when half of the modules are solved (if an odd amount, round it down).
  • Otherwise, get your 6 digit key, modulo it by the total number of modules on the bomb minus 7. The obtained number is the number of solved modules to set the timer.
  • If you solve more modules than necessary, this module will strike until explosion.
ABCDEFGHIJKLM NOPQRSTUVWXYZ
A 1234567890123 4567890123456
B 1324354657687 9809102132435
C 8765432109876 5432108631529
D 6789023525217 9321685285670
E 1469246815721 3579024687283
F 8142678874513 7812637127272
G 0262547241772 5373961365418
H 1462631186747 2842853197424
I 6543210987654 3312975412568
J 1234567890123 4567890123456
K 1324354657687 9809102132435
L 8765432109876 5432108631529
M 6789023525217 9321685285670
N 1469246815721 3579024687283
O 8142678874513 7812637127272
P 0262547241772 5373961365418
Q 1462631186747 2842853197424
R 6543210987654 3312975412568
S 1234567890123 4567890123456
T 1324354657687 9809102132435
U 8765432109876 5432108631529
V 6789023525217 9321685285670
W 1469246815721 3579024687283
X 8142678874513 7812637127272
Y 0262547241772 5373961365418
Z 1462631186747 2842853197424
0 6543210987654 3312975412568
1 1234567890123 4567890123456
2 1324354657687 9809102132435
3 8765432109876 5432108631529
4 6789023525217 9321685285670
5 1469246815721 3579024687283
6 8142678874513 7812637127272
7 0262547241772 5373961365418
8 1462631186747 2842853197424
9 6543210987654 3312975412568

Step 2 - Correct Timestamp to Set the Timer

Your starting timestamp is 00:00. Follow the instructions in the table below to get your final time.

1 If there’s a parallel port, add 2 minutes.
2 If there’s a CLR Indicator, add 47 seconds.
3 If there’s an even number of batteries, subtract 89 seconds.
4 Skip this rule unless told otherwise. Else, subtract 9 seconds.
5 If there’s an NSA indicator, add 3 minutes and 13 seconds.
6 If there’s an RCA port, add 2 minutes; but if there’s a DVI-D port, subtract 3 minutes.
7 If there’s not a RJ port, subtract 17 seconds.
8 If there’s exactly 1 Parallel port and 1 Serial port, skip Rule 10.
9 If there’s a BOB indicator, subtract 1 minute and 7 seconds.
10 If there are 2 empty port plates, add 10 minutes and skip to Rule 19.
11 This rule should be skipped. Add 79 seconds.
12 If there’s a SIG indicator, add 98 seconds.
13 If the last digit of the serial is even, Rule 11 is lying.
14 If there’s a TRN indicator, add 7 minutes and 2 seconds.
15 If there’s a serial port, subtract 5 minutes and 15 seconds.
16 Add 6 minutes and 42 seconds if Rule 4 was skipped.
17 If there’s a vowel in the serial number, add 4 minutes.
18 If the total number of seconds in your current timestamp is even, subtract 2 minutes and 27 seconds.
19 If there are no batteries, restart the rules with a timestamp of 2:47. Rule 4 should not be skipped, and this rule should be skipped.
20 If your current time is negative, add 15 minutes.

Your final timestamp is the timestamp to input in the timer.

Inputting anything higher or lower than desired will issue a strike.

Step 3 - Correct Module to Solve When Timer Ends

Get your Solve Key and modulo it by 16, and check the serial number character shown on the table below.

0_ _ _ X _ _
1_ _ X _ _ _
2_ _ _ _ _ X
3X _ _ _ _ _
4_ _ _ _ X _
5_ X _ _ _ _
6_ _ _ X _ _
7_ _ _ _ _ X
8X _ _ _ _ _
9_ _ _ X _ _
10_ _ X _ _ _
11_ _ _ _ _ X
12X _ _ _ _ _
13_ X _ _ _ _
14_ _ _ X _ _
15_ _ _ _ X _

Get the serial number character and check the table on the next page. Solve the first module that appears on the corresponding row.

If you solve the desired module before its time, this module will strike until explosion, even if the timer is already running, unless this module has duplicates, which will make the bomb explode only if all duplicated are solved.

If no module is present on the corresponding row, solve any module that starts with a letter in the first half of the alphabet. If none, solve any on the second half of the alphabet.

Then, when correct number of modules are solved, set the timer to the correct timestamp and press “Synchronize”. When there are 0 seconds left (00.99 counts as 0), solve the correct module. You’ll hear a countdown from 10 to 0 for convenience. Solve the correct module when you hear “zero”. If done correctly, the module will solve, and the multiverse will be saved.

A Listening, Unordered Keys, Plumbing, Safety Safe, Misordered Keys, Piano Keys, Keypad
B T-Words, Word Scramble, Anagrams, Recorded Keys, Wire Placement, Round Keypad, Morse Code
C Bordered Keys, Follow The Leader, Blind Alley, Hexamaze, Battleship, LED Encryption, Who’s on First
D Sink, Morse-A-Maze, Algebra, Combination Lock, Cryptography, 3D Maze, Maze
E Mastermind Cruel, Extended Password, Human Resources, Poker, Mashematics, Skyrim, Keypad
F Cruel Piano Keys, Button Sequence, Game of Life Cruel, Mortal Kombat, Poetry, Mafia, Keypad
G LED Grid, Polyhedral Maze, Symbolic Coordinates, Faulty Backgrounds, Radiator, Colored Switches, Memory
H Identity Parade, Visual Impairment, Adventure Game, The iPhone, X-Ray, Waste Management, Who’s on First
I Maintenance, Color Generator, S.E.T., Painting, Monsplode Trading Cards, Flags, Morse Code
J Curriculum, Braille, Gridlock, Blind Maze, The Jukebox, Perplexing Wires, Wire Sequence
K Symbol Cycle, Modern Cipher, Timezone, Color Morse, Sonic the Hedgehog, Nonogram, Wires
L Alphabet, The Screw, Mastermind Simple, Game of Life Simple, Hunting, Follow the Leader, Complicated Wires
M Reordered Keys, Connection Check, Bitwise Operations, Chord Qualities, Minesweeper, Letter Keys, Maze
N Perspective Pegs, Mystic Square, Adjacent Letters, Text Field, Microcontroller, Only Connect, Password
O Shape Shift, English Test, Cheap Checkout, Ordered Keys, Creation, The Clock, Wires
P 101 Dalmatians, Algebra, Point of Order, Switches, Orientation Cube, Astrology, Keypad
Q Crazy Talk, Chord Progressions, Resistors, Friendship, Colored Squares, FizzBuzz, Keypad
R The Bulb, Wire Placement, Color Math, Web Design, Boolean Venn Diagram, Ice Cream, Maze
S Sea Shells, Morse Code Translated, Passwords Translated , Semaphore, Combination Lock, Tic Tac Toe, Memory
T Extended Password, Who’s on First Translated, LED Encryption, Modules Against Humanity, Complicated Buttons, Symbolic Password, Who’s on First
U The Gamepad, Monsplode, Fight!, Sea Shells, Rock-Paper-Scissors-Lizard-Spock, Coordinates, Rubik’s Cube, Morse Code
V Broken Buttons, Double-Oh, Neutralization, Emoji Math, Mouse In The Maze, Number Pad, Complicated Wires
W Laundry, Logic, Cryptography, Caesar Cipher, Bitmaps, Word Search, Wire Sequence
X Two Bits, Foreign Exchange Rates, Adventure Game, Chess, Murder, Third Base, Complicated Wires
Y Listening, Unordered Keys, Plumbing, Safety Safe, Misordered Keys, Piano Keys, Password
Z T-Words, Word Scramble, Anagrams, Recorded Keys, Wire Placement, Round Keypad, Maze
0 Bordered Keys, Follow The Leader, Blind Alley, Hexamaze, Battleship, LED Encryption, Password
1 Sink, Morse-A-Maze, Algebra, Combination Lock, 3D Tunnels, 3D Maze, Wire Sequence
2 Mastermind Cruel, Extended Password, Human Resources, Poker, Mashematics, Skyrim, Complicated Wires
3 Cruel Piano Keys, Button Sequence, Game of Life Cruel, Mortal Kombat, Poetry, Mafia, Morse Code
4 LED Grid, Polyhedral Maze, Symbolic Coordinates, Faulty Backgrounds, Radiator, Colored Switches, Memory
5 Identity Parade, Visual Impairment, Adventure Game, The iPhone, X-Ray, Waste Management, Who’s on First
6 Maintenance, Color Generator, S.E.T., Painting, Monsplode Trading Cards, Flags, Maze
7 Curriculum, Braille, Gridlock, Blind Maze, The Jukebox, Perplexing Wires, Keypad
8 Symbol Cycle, Modern Cipher, Timezone, Color Morse, Sonic the Hedgehog, Nonogram, Keypad
9 Backgrounds, Festive Piano Keys, Mastermind Simple, Game of Life Simple, Hunting, Follow the Leader, Wires