On the Subject of The Arena

This isn’t just some arbitrary decision. I put THOUGHT into this. I’m not one of those lazy serial killers with a game show.

This module has 3 separate events, which must be completed in the correct order. These 3 events are “Attack”, “Defend” and “Grab”. Pressing the buttons at the bottom of the module will let you do actions for the events of the module, but if and only if you are allowed to go to that event. If you press the button of a event you’re not allowed to go to, the module will strike. Once a event is completed, the button will be removed. The module will solve once all events are completed.

Order of the Events

Use the tables below to determine in which order you do events in. In the top table, odd/even letter refers to that letter’s alphabetic position being an odd/even number. Use the top table to determine which colors are used for the column and row for the below table.

1st character in the Serial Number
NumberOdd LetterEven Letter
2nd character in the Serial NumberNumberR , WB , WR , K
Odd LetterB , KR , KR , W
Even LetterB , WR , KB , K
R0–1 Batteries2–3 Batteries4–5 Batteries6+ BatteriesK
0 Lit Ind.A D GG A DD G AD A G0 Unlit Ind.
1 Lit Ind.G A DA G DA D GD G A1 Unlit Ind.
2 Lit Ind.D A GG D AG A DA G D2 Unlit Ind.
3+ Lit Ind.D G AD A GA G DG D A3+ Unlit Ind.
W0–1 Ports2–3 Ports4–5 Ports6+ PortsB

Attack

For this event, you have to use 5 different weapons across 5 turns in such a way that they deal as much damage as possible. Note that the same weapon may do a different amount of damage on different turns. Use the below tables to determine how weapons change their damage. Using weapons in an incorrect order causes a strike. The maximum amount of damage possible is shown on the module.
Do not cause a paradox.

Weapon NameDamage is equal to...
KatanasTurn number
SaisNumber of letters in the previous weapon (none if on turn 1)
Bo-staffPrevious weapon’s damage (none if on turn 1)
Nunchucks2 on odd turns, 5 on even turns
Battle AxeSum of all damage done before this weapon
MaceSum of previous two weapon’s damage (none if on turn 1 or 2)
DaggerPrevious weapon’s damage minus turn number (none if on turn 1)
SabrePrevious weapon’s damage times -1 (none if on turn 1)
ShortswordNext weapon’s damage plus turn number (none if on turn 5)
LancePrevious weapon’s damage plus turn number (none if on turn 1)
BowNext weapon’s damage times -1 (none if on turn 5)
BallistaNext weapon’s damage minus turn number (none if on turn 5)
KunaisSum of next two weapon’s damage (none if on turn 4 or 5)
CatapultSum of all damage done after this weapon
Trebuchet5 on odd turns, 2 on even turns
BombardNext weapon’s damage (none if on turn 5)
CannonNumber of letters in the next weapon (none if on turn 5)
Battering Ram6 minus turn number

Defend

For this event, you will need to survive 10 attacks from 5 different enemies. Each enemy has two things: an move pattern and statistics. To know which enemy will do a move, use one of the 5 stats. The 1st stat is used for attacks 1 and 6; 2nd stat for 2 and 7; etc. The enemy in which that stat is the largest is the one which will move. To know what the enemy will do, use the attack pattern. Note that attack patterns loop after they end, even if the enemy in question doesn’t move. If the enemy that did a move does an “A” (for Attack) in the move pattern, press the shield button. Otherwise, (it’s “I”, Idle) press the sword button.

Enemy NameMove patternStats
BatA I 33019
SnakeA I I A 44141
SpiderI I A A I 223810
CobraI A A I 56492
ScorpionA A I 65273
MoleI 1*5211
CreeperI I I A 137654
GoblinA A I A I I I 89735
GolemA A A A A I I I I I 7118106
Robo-MouseA A A I A I 101-1613
SkeletonI A I I A I A A A 91091312
Undead GuardA A I A I I 128101114
The ReaperI I I I I I I I I A 0121107
The Mole’s DadA 11012128

*Practically infinite

Grab

For this event, you must collect as much money as possible by using the nine buttons. There is an amount of money under each button which is collected after it’s pressed. Note that the numbers on each button is not necessarily the amount of money you will collect from said button. We advise you to grab bags in descending value, as the arena will strike down those that do not believe in order. To figure out how much each button is worth, find the diagram corresponding to the last digit of the serial number below. If the last digit is a 0, use a digit earlier in the serial number until it’s no longer 0. If all digits are 0, use diagram 9. In the below diagrams, the letters R through Z represent the 1st to 9th numbers on the buttons in reading order. There will be descriptions to tell you what to do with the two numbers in the diagram. This phase does NOT reset on a strike.

1 1st + 2nd2 1st - 2nd3 1st × 2nd
X , RR , TS , WW , YU , XZ , UV , ZY , ST , V
Z , ZV , XU , SY , RT , TX , VR , YW , WS , U
Y , VT , YW , UR , WV , SS , ZZ , XU , RX , T
4 Larger / Smaller
round down after evaluating
5 Larger % Smaller
modulo
6 1st || 2nd
concatenate
W , TS , RR , VV , UZ , WU , YX , ST , ZY , X
U , UX , WY , ZT , SR , RW , XS , TV , VZ , Y
V , YZ , ST , XX , ZS , VY , TW , RR , UU , W
7 DR(1st) × DR(2nd)
digital root
8 Lunar(1st + 2nd)
Lunar addition
9 Lunar(1st × 2nd)
Lunar multiplication
R , XU , ZV , TZ , VX , UT , RY , WS , YW , S
T , WY , UX , YS , XW , ZR , SU , VZ , TV , R
S , SW , VZ , RU , TY , YV , WT , UX , XR , Z