On the Subject of The Fuse Box

About one of these things should actually be in a fuse box, we just like to be flashy.

  1. Open the box. You may close and open it again later if you wish.
  2. Flip the red lever down. While the lever is down, the bulb will flash a sequence of four colors. Caution: while the lever is down but the module is not solved, it will listen for the following words and render a strike if it hears them.
    • Red
    • Green
    • Blue
    • Yellow
    • Left
    • Right
    • Top
    • Bottom
    • Up
    • Down
    • Switch
    • Flash
    • Simon
    • Sequence
    • Wire
    • Binary
    • Zero
    • One
    • Two
    • Three
    • Four
    • Arrow
    • Display
    • Morse
    • Exotic
    • Butters
    • Height
    • Position
    • Press
    • Cross
  3. Associate each of the four flashing colors with the wires from left to right. A wire’s position is based on its lower connection.
  4. Create three pairs of binary digits (bits), one from each pair of the adjacent wires. The first bit is 1 if the left wire crosses another (0 otherwise), and the second bit is 1 if the right wire is red or blue (0 otherwise).
  5. For each pair of bits and wires, use the logic gate determined by the higher wire’s color to combine them into one (higher meaning further from the back of the box).
    Red Yellow Green Blue
    AND OR XOR XNOR
  6. Set the switches to the combined bits in order, with 1 meaning up, and 0 meaning down. Each combination of switch positions will display its own set of arrows.
  7. Observe the arrows for the correct switch settings, and press the indicated buttons in order (order the arrows from left to right). If an arrow were in between all four buttons, it would point to the button it indicates. An incorrect set of presses will render a strike and require resubmission.