On the Subject of Not Saimoe Maze

Abudara Kabudara, Ping Pong Pang NO.

The module consists of a small gray button surrounded by larger buttons. There are also 4 buttons with images shown. If there are not exactly 4 buttons with images shown, You are looking at a different module.

The maze is a 5x5 square with 25 square tiles. Each tile is assigned with a unique symbol. There are no walls.

The current position in the maze is the one adjacent to all 4 symbols displayed, looping over.

If the defuser attempts to go outside of the maze they will loop to the other side.

To solve the module, you must travel from your current position to each of the correct positions in the solve order. Progress each symbol in reading order. If the symbol in the solve order is not present, skip to the next symbol in the solve order. There will always be 9-16 unique symbols from the solve order. Note that symbols not in the solve order are decoys!

After the first correct symbol in the solve order, the symbols will turn invisible. These symbols will not be shown until you get a strike. In this case, the symbols will reappear until you submit the next correct symbol.

The gray button in the center of the module has 2 functions:

  • If you hold the button for 1 second or longer, the module will perform a reset on your maze position, as well as solve order progress. This will take about 10-15 seconds. After that, the module will give you 4 new images. This will be your new starting position, The maze’s symbols and solve order will not change.
  • If you did not hold the button for at least one second, the module will scan your position. If you are not standing in the correct position, the module will strike you. If you are standing in the correct position, the module will advance.

Solve Order