On the Subject of Setting Sail

The entropy generated from them pointlessly speaking the word ‘junk’ will be on your head and your head alone.

On the module are 4 buttons, each displaying the sail plan of a type of boat, and a screen showing the name of a body of water.

  • Take the bomb’s serial number, and convert every character to another character using table A. Put this converted serial number after the serial number to form a string of 12 characters. Call this the key.
  • Consult table B using the name of the body of water displayed to get a mathematical expression. Plug in the values of the variables according to the guide below the table, then calculate the expression.
  • Convert the result to ternary. Call this the instructions.
  • One of the sail plan buttons will have a red outline. Consult Appendix M45T and start at the node with the letter that corresponds to that boat in the octagonal diagram.
  • Begin with the first character of the key, then perform a movement on the octagonal diagram based on the first digit of the instructions. Move to the 2nd character of the key and the 2nd character of the instructions, perform that movement, and repeat until all of the key has been used.
  • If the last digit of the instructions is reached, loop around. The key does not loop around.
  • Press the button with the sail plan that corresponds to the letter labeling the node reached at the end of the movements to solve the module.

Movements:

  • The character of the key being used determines how much to move by. If it is a digit, simply use the digit. If it is a letter, take the alphabetic position of the letter plus 9, modulo 10.
  • The digit of the instructions being used determines the direction of movement.
    • If it is a 0, move clockwise.
    • If it is a 1, move counterclockwise.
    • If it is a 2, switch between the inner and outer octagons.
  • The octagon on which you start is determined by your initial position, with D E and F being considered part of the outer octagon for this step.
  • Whenever you move clockwise or counterclockwise, move that many nodes in that direction on the octagon you are currently traversing.
  • Whenever you switch octagons, if you are on a corner node, simply move to the node at the corresponding corner on the other octagon.
  • If you are on a node between two corners on the outer octagon, move clockwise 1 node if the calculated value in the key is even, counterclockwise if it is odd, then move to the corresponding node on the inner octagon. The exception to this is moving from D or F, in which case you simply retain your position and move to the inner octagon.
A B C D E F G H I J K L M N O P Q R S T U

Table A:

A B C D E F G H I J K L
PS/2 present XOR DVI-D present O B P K G L R 2 X U T H
Both present F I 3 1 8 S Z Q 4 J D N
Neither present 5 9 6 A V W Y Ø M C 7 E
M N O P Q R S T U V W X
RJ-45 present XOR Serial present 8 6 Y O L A I 9 G C D E
Both present Ø B 3 2 U 1 V F M T R N
Neither present Z 4 Q 5 X J K S W P 7 H
Y Z 0 1 2 3 4 5 6 7 8 9
Parallel present XOR Stereo RCA present X H P 3 L Q Y D U W 5 6
Both present O C Ø K V J M 2 I F Z T
Neither present N 1 4 9 7 R G E B 8 A S

Table B:

Atlantic Ocean (A + B) × C Pacific Ocean (A + C) × B Indian Ocean (B + C) × A
Arctic Ocean (A + B) + C Southern Ocean (A + C) + B Mediterranean (B + C) + A
Caribbean A + B + C Baltic Sea A × B × C Black Sea Max(A, B, C)
  • A = Batteries × Battery Holders
  • B = Ports × Port Plates
  • C = Number of modules + Starting time in minutes

Appendix M45T:

Sail Plan: Name: Letter: Sail Plan: Name: Letter:
Proa A Brig K
Catboat B Schooner Brig L
Lugger C Brigantine M
Snow D Barque N
Sloop E Barquentine O
Cutter F Polacre P
Yawl G Fully Rigged Ship Q
Ketch H Junk R
Schooner I Felucca S
Topsail Schooner J Gunter T
Bilander U