On the Subject of Pressing Incidents

This machine compresses all rules of safety.

This module consists of a two-sided presser containing a smaller module inside. A button on the right of the larger module activates the presser at a specific point in the countdown timer, and strikes otherwise.

To disarm this module, complete the following steps mentioned in this manual.

Activating the Crusher

A smaller module is placed between the crushers, designed for ease of difficulty. However, your team is not fond of stupidly easy modules, and want a challenge.

To activate the crushers, determine the time based on these conditions:

  • Always: +(sum of digits in serial number)
  • Always: +(number of letters in serial number)
  • If the module Warning Signs is present: +4
  • If a lit FRK is present: -17
  • For each of the following modules present on the bomb, Speed Test, Code Cracker, Antimatter Dimensions: +9
  • For each port: -2
  • For each battery: -13

After adding the values together, press the button when the seconds timer shows that sum, modulo 60. If the sum is negative, repeatedly add 60 until it is not.

When the crusher activates, the smaller module may stop functioning completely if the module is squished too much. Unsolved squished modules must be replaced.

To replace the module, follow the instructions under Fabricating the Results.

Solving the Smaller Module

The smaller module can only be interacted with if the crushers are activated.

The module that has been selected to get crushed is Rushed Arrows. Simply solve this module by following the corresponding manual on the next page.

Once the smaller module has been disarmed, stop the crushers by pressing the same button used to activate the crushers. No timing is required.

Fabricating the Results

The smaller module will now be shown in full alongside two options to consider. These options are colored buttons with text representing to discard the module, or to keep it.

Keeping the smaller module when it is solved will disarm this module, otherwise if the smaller module is not solved and it is kept, a strike will be incurred. Discarding the smaller module, solved or not, will not incur a strike, but force the user to start over.

If the smaller module was not solved, discard it. The button with the “DISCARD” text must be pressed to discard.

Otherwise, keep the smaller module. The button with the “KEEP” text must be pressed to keep.

On the Subject of Rushed Arrows

The module presents 4 buttons. Some of these buttons may be shaped like darts or triangles, and some may be squares or circles with an arrow text on top. To disarm the module, press the correct arrow/button based on what is displayed on the middle screen 3 times.

Each arrow has two boolean values, one corresponding to the shape of the arrow, and another corresponding to where the arrow is pointing, relative to the middle screen.

ShapeValue
DartT
TriangleT
SquareF
CircleF
Relative DirectionValue
AwayF
TowardsF
ClockwiseT
CounterT

Away: Pointing away from the middle screen.
Towards: Pointing at the middle screen.
Clockwise: Pointing to the right, relative to the middle screen.
Counter: Pointing to the left, relative to the middle screen.

The display in the middle corresponds to a logic operator in addition to its result. The correct arrow to press has its two boolean values applied to the displayed operator returning in the desired result.

DesiredOper.Inputs
FTFFFTTFTT
BMORFTTT
CPANDFFFT
FQXORFTTF
GVNORTFFF
HXNANDTTTF
KZXNORTFFT

If an arrow was pressed that did not return the correct value, or the same arrow was pressed more than once, the module will reset back to the beginning.