On the Subject of Pointmore Machines

Strawberry.

WARNING! This manual may not work as intended with ruleseeds not equal to 1.

This module presents a machine with a monitor that flashes a sequence of six colors. There is a brief pause in-between the last and first colors of the sequence. The sequence will consist of the colors Red, White, Yellow, Blue, and Purple with one of the colors being repeated. To disarm the module, a series of six directions corresponding to the six flashing colors must be inputted into the module.

Part 1: Assigning Information to the Five Colors

  1. Make a list with five slots. Each slot consists of a color, a variable, and a constant (these 3 information pieces of a slot from now on are written in bold (except for the table on page 2), so don’t confuse color with color). The goal for part 1 is to assign information in the form of a variable and constant to each of the 5 colors present on the module, so consider color’s color as an identifier of a slot. For the purposes of the assigning algorithm (steps 2-5), the following information is stored (although information about positions would be ommited starting from Part 2):
    • Color: stores a flash (color + position).
    • Constant: stores a single color.
    • Variable: stores a flash (color + position).
  2. The first slot’s color is equal to the first flash.
  3. Use current slot’s color (refered to as current flash) in the below table to assign to current slot its variable and constant. If obtained variable’s color is the same as any previous (and including the current) slot’s color’s color, proceed forward through the sequence until it is not, wrapping around if necessary. Assign this obtained flash as the variable instead.
  4. The next slot’s color will be the previous slot’s variable.
  5. Repeat steps 3 and 4 until the fifth slot is assigned its color. The fifth slot has no variable and its constant is assigned the slot’s color’s color. If you did everything correctly, your four variables should have four different colors not equal to the first slot’s color’s color.
If the current color flashes twice...
Variable = The color left of the current.
Constant = The color right of the other color sharing the current color.
Otherwise, if the current color’s position mirrors a color flashing twice...
Variable = The color 3 steps ahead in the sequence.
Constant = The color whose position mirrors 3 steps ahead.
Otherwise, if the current color’s position is in the second half...
Variable = The second color in the sequence.
Constant = The fifth color in the sequence.
Otherwise...
Variable = The second occurrence of the color that flashes twice.
Constant = The color that flashes twice.

Part 2: Assigning Actual Directions

  1. Add another attribute (which is empty at the start) to each slot in the list: its actual direction. As mentioned earlier, variables’ and colors’ information about positions can be ommited from now on.
  2. This module uses an eight-way directional system. Replace each constant with one of eight directions using this table:
    ColorsWhitePurpleRedBlueYellow
    DirectionUpLeftUp + RightDown + RightUp + Left
  3. Assign the fifth slot’s constant’s direction to fifth slot’s actual direction.
  4. Move to the previous slot. Replace the variable with the previously observed slot’s actual direction. Previous slot means one up from the currently observed slot in the list, previously observed slot means one down from the currently observed slot in the list, assuming the slots 1-5 are written top-to-bottom.
  5. Starting from the variable, count the number of clockwise or counterclockwise rotations necessary to rotate to the constant. Then, rotate the same number of times starting from the constant in the same direction. If the resulting direction is the same as any other slot’s actual direction, rotate one step clockwise until a unique direction is obtained. The resulting direction is assigned to this slot’s actual direction.
  6. Repeat steps 4 and 5 until all five slots have been assigned an actual direction. Each color is now associated with the actual direction of its slot.

Part 3: Submission

  • This module will never strike.
  • Six directions must be submitted to the module. The six directions are the actual directions associated with the six flashing colors of the sequence in order.
  • To start submission, select the module. An upbeat jingle will play, and static will continuously play in the background. To cancel submission, deselect the module, select it again, then deselect it again. The static will stop playing. Submission may be cancelled at any time.
  • When selecting the module to begin submission, select the module straight-on. Selecting the module at an angle will skew its calibration.
  • To submit a specific direction, rotate the bomb in that direction while the module is selected. The submitted direction will briefly flash on the module’s hinges with an accompanying chime.
  • Once the last six directions submitted to the module are the associated directions with the six flashes in order, the module will solve.