On the Subject of Spongebob Patrick Squidward Sandy

If you don’t defuse this soon, you too will be lost media!

This module contains 4 buttons with Spongebob characters. To solve the module, navigate a 4x4 maze using these buttons.

First, make a list of characters using the characters on the module and the table below.

  • First, add the characters on the module in reading order.
  • Next, take the first button and second button’s characters and find them in a heavy-bordered cell in the big table below.
    • If a character is in more than one heavy-bordered cell, use the character in the same half as the character’s button on the module (top and bottom).
  • Add the character in the cell at the midpoint of the two cells you’ve identified.
  • Continue this process for every unique pair on the module, doing the pairs in this specific order: 1st w/ 2nd, 1st w/ 3rd, 1st w/ 4th, 2nd w/ 3rd, 2nd w/ 4th, 3rd w/ 4th.

Next, generate a maze with the list of characters.

  • The maze will be generated by filling in the diagram below; the rule is every character can point to only one other character.
  • Take the first character in the list and draw a line from its position in the diagram to the position of the next character in the list.
    • For characters that appear multiple times in the diagram, start at the first instance and go to the next one for every time the character appeared before this entry in the list, wrapping around to the first instance if necessary.
  • For every edge the line intersects, draw an arrow along the edge’s 2 characters, starting at the character closest to the start of the line. Lines that intersect at points do not intersect an edge. Remove any old arrows that now conflict with the rule above.
  • Repeat this process for every character in the list. For the last character in the list, draw a line to the first in the list.
  • After all characters in the list have been used, create a wall between every character that doesn’t share an arrow.
  • Connect any disconnected areas by removing all edges that separate them. If disconnected areas persist, keep only the largest area. If there’s a tie, use the area that contains the first cell in reading order.

Finally, navigate from the beginning of the maze to every goal space in the maze. Once all the goal spaces have been traveled to, the module will solve.

  • You start in the cell with the least amount of walls. If there are multiple cells that qualify, use the first cell in reading order that qualifies.
  • To solve the module, two requirements have to be met. You must travel to all goal cells, and traverse at least half of the maze. When both requirements are met, the module will solve.
  • Goal cells are the cells with the most amount of walls. It is possible to have more than one goal cell.
  • Every button will be assigned a value based on the serial number.
    • If there’s 4 letters, assign each button a letter in reading order. The buttons’ values are assigned 1-4 in ascending alphabetical order (1 for the earliest in the alphabet, 4 for the latest). If there’s duplicate letters, the first in reading order gets the earlier value.
    • If there’s 3 letters, start at the first button. Starting with the first number, go to the next button in reading order that many times (if the number is 0, move forward 2 times), wrapping back to the first button when going forward from the last button. The button you finish on gets value 1. Repeat the process with the second and third numbers, assigning their buttons 2 and 3 respectively, starting at the button whose value was assigned previously, and skipping over buttons that have already been assigned. The last unassigned button is value 4.
    • If there’s 2 letters, assign each button a number in reading order. The buttons’ values are assigned 1-4 in descending numerical order. If there’s duplicate buttons, the last in reading order gets the earlier value.
  • The button’s value decides its direction; 1 = up, 2 = right, 3 = down, 4 = left.
  • To navigate, press the button that corresponds to the direction you want to go in.
  • If you run into a wall, the module will strike and reset to its initial state (player to starting position, erases all progress towards solve).