﻿ OmegaForget — Keep Talking and Nobody Explodes Module

## On the Subject of OmegaForget

Yeah, I don't like this one.

This module consists of a flat cube, two colored LEDs, a two-digit display, a four-digit stage counter, and ten hexagonal buttons.

Initially, the top display will show a two digit base36 number, the two LEDs will each show one of fourteen different colors, and the cube will rotate. This rotation repeats after a short pause. Each of these will be used for a final calculation to submit later.

Upon a module being solved,* the stage counter will increase by 1, the LED colors and two-digit display will change, and the cube may rotate differently (act as if it does, even if it really doesn't).

*This module ignores most bosses and time-dependent modules.

If an operator at any point yields a value greater than 999 or less than -999, add or subtract 1000 until it is within that range.

### Section 1: Determining Initial Values

To determine the initial value for the current stage, convert the base36 number at the top display to octal, use it as decimal and modulo 1000. This number will be referred to later as I.

### Section 2: Calculating LED Values

Subsection 2.1: Initial Values

Use the table below to find the initial value of the two LEDs at the top of the module. In the table, use the left LED’s color for the column and the right LED’s color for the row to find your initial LED value, C.

BK is black, and RS is rose.

A BK B C G J L M O R RS V W Y
A 37 18 07 58 24 72 95 01 54 73 88 13 64 83
BK 66 48 50 19 41 22 84 78 90 34 03 63 29 14
B 95 23 57 98 36 75 81 42 04 32 07 91 60 11
C 47 86 73 00 16 46 97 59 26 81 77 39 65 92
G 70 24 53 30 27 06 85 44 69 38 76 49 62 99
J 28 63 14 52 90 15 02 87 29 71 45 51 94 37
L 08 33 61 20 22 34 11 89 65 12 67 04 78 91
M 40 82 98 25 95 10 56 69 44 79 96 09 40 31
O 47 03 66 93 35 85 43 91 18 55 78 14 05 60
R 74 95 21 68 02 26 90 42 17 13 80 75 99 53
RS 32 17 56 74 91 58 70 92 85 30 64 72 89 13
V 41 93 35 88 11 01 23 65 49 00 43 63 87 12
W 34 71 50 06 39 27 33 92 03 52 77 77 49 10
Y 47 18 94 83 62 14 86 09 54 17 89 24 16 08

Subsection 2.2: Final LED Values

Depending on the stage number, modulo 5, perform an operation with value C to get your final LED value, E. (Modulo 100 after completing operations.)

Stage 0: I-C

Stage 1: 2C+7

Stage 2: ((C+Cmod2)+(I+Imod2))/2

Stage 3: 3I-2C-42

Stage 4: 75-C+2I

### Section 3: Stage Calculations

In each stage, read the rotation of the flat cube, and use the table below to determine what operation to use. (Remember to modulo 5 the stage number.)

• D is the display, converted from base64 to decimal.
• When the stage is a multiple of 5, the stored values reset.
• % is a symbol for the Modulo operation.
• Note that there are no ones in this table, unless there is a number following it (this only happens in one calculation in the entire table).
Stage 0 (j) Stage 1 (k) Stage 2 (l) Stage 3 (m) Stage 4 (n)
XY I+2E j+D-I I+j+k l-k-j+I I-m+l-k+j
XZ 2I+E I-j+D I-k 3I-4D 999-4I+m
YZ 999-2I j-I j+k-I I+E-D 333-l+I-E
YX I-(99-E) E+D+I-j I(j%6+1) l-I(I%4+1) j+15-(I-I%2)/2
ZX E-I 999-I-j D-(I+E)+k k+(I+I%2)/2 I+k-m
ZY (I-I%2)/2+D 2D-I+j 3D-k+I -l-I+D 5I-l+3D-E

### Section 4: Determining Button Presses

Once you have made your calculation for each stage, use the following table to determine which button to press and when. Use the final value for that stage and modulo 100. This number will be used in the table below. In the table, use the first digit of your new two-digit number for the column, and the second digit as the row to obtain a new two-digit number.

0- 1- 2- 3- 4- 5- 6- 7- 8- 9-
-0 43 88 59 25 46 07 91 70 63 14
-1 31 52 00 94 38 11 27 62 77 83
-2 86 35 19 16 32 55 74 80 04 67
-3 61 97 72 99 58 47 18 30 78 51
-4 02 15 41 40 82 33 65 60 44 08
-5 17 68 57 28 22 93 23 24 03 10
-6 79 26 64 42 73 39 50 20 87 56
-7 49 76 01 53 48 37 92 06 69 29
-8 21 36 84 75 34 71 54 85 89 45
-9 98 96 05 90 66 95 12 13 81 09

To figure out how to use this new two digit number, first apply the following list of conditions on the module to each row of the initial correspondences table, starting from the top of the list and working down. If a condition is met, apply it to the colors, leaving the numbers exactly the same, and continue working down the list.

The start of the sequence as shown on the module is impossible to tell on its own, so we managed to add a feature that makes the first color in the sequence flash white occasionally. (If the color itself is white, it will instead flash black.)

 Number Color 0 1 2 3 4 5 6 7 8 9 BK B C G M O P R W Y

If... Then...
White and Black are adjacent Reverse the sequence
Red and Cyan are opposite Swap R and C
Green and Magenta are opposite Swap G and M
Blue and Yellow are opposite Swap B and Y
Exactly one button seperates Orange and Purple Swap the 1st and 10th colors as shown on the module
Red and Blue are adjacent Cycle the sequence two to the right
Exactly two buttons seperate Black and White Swap the 2nd and 9th colors as shown on the module
Yellow and Green are adjacent Cycle the sequence three to the left

After you have applied all valid shifts, use the tens digit and turn it into its new associated color. The ones digit is associated with a button read from top to bottom, left to right (0 indexed). This will be needed later.

After every other non-ignored module is solved, the cube will stop rotating and the LEDs will turn off. The color-number combination you obtained earlier will be used here. For each stage in order, press the calculated button when its color is the calculated color.

Every set of ten inputs (excluding the final set), the module will check your answers. This is indicated by all buttons turning green. If all of your inputs were correct, the module will move on to the next set of ten. If any inputs are incorrect, the corresponding buttons will turn red, and the module will strike. All of your inputs from that set will reset, meaning you must press correct inputs again. In both cases, the color sequence on the buttons will not change.

During the final set of inputs, the module will not wait for a set of ten, instead immediately checking after your final input. If at this point every press was correct, the module will solve.

## On the Subject of TRUEOMEGAFORGET

How is one supposed to complete so much math?

The original may be nearly impossible to complete, so here we have created a new challenge for you: A variant that IS impossible to complete. To activate it, go to your mod settings, find "OmegaForget"*, click it, then activate "TRUEOMEGAFORGET". You'll know the change was successful when, upon startup, the stage counter says "FUCK" instead of "OHNO". There will also be three rotations instead of one. These rotations reference a completely different calculation table. Other than the rotation calculations, the rest of the solving method is exactly the same as in the standard OmegaForget.

Make sure you read all three rotations and calculate them in order of appearance. There is a brief pause in between rotations.

• N is the current step of the sequence.
• D is the display, converted from base64 to decimal.
• In step 1 of each stage, X=I. In steps 2 & 3, X is the previous calculated value.
• When the stage is a multiple of 5, the stored values reset.
• % is a symbol for the Modulo operation.
• The number one and the letter L look similar. If there is a letter directly before it or a number directly after it (that is not one, two, or three), it is a one, otherwise, it is an L.
• Stage 0 (j) Stage 1 (k) Stage 2 (l) Stage 3 (m) Stage 4 (n)
XY X+2E jN+D-X X+jN+kN lN-kN-jN+X X-mN+lN-kN+jN
XZ X+I+E X-I-jN NX-k1 3X-4D+5N 999-4X-9N+m3
YZ 999-2X j3-X j3+k3-X N(X+E-D) 333-l2+X-E
YX I-(99-E)+X E+D+X-j2 X*(jN%6+1) l2-X*(I%4+1) j3+15N-(X-X%2)/2
ZX E-X 999-X-j1 D-(X+E)+k1 kN+(X+X % 2)/2 I-2N-k1+(X-5N)
ZY (X-X%2)/2+D 2D-X+jN 3D-kN+X N-l3-X+D 5X-10N+3D-E

*It seems that for some people, "OmegaStart" may also appear. This seems to be remnants of our attempt to make sure this challenge works correctly.