On the Subject of Undertunneling

Your actions have actions with consequences.

  • The spinning wheel contains a switch, dial, number display with arrows, and 3×3 light grid. All four of these items must be set to a certain state to stop the wheel from spinning. There is also a 7×7 maze linked to the wheel, in which you begin in the center.
  • Interacting with one item also changes the state of the item directly across from it on the wheel. In addition, each wheel interaction may move your position in the maze. Note that the maze wraps around.
  • Once all four items are set to their correct states, the wheel will stop spinning and 4 lights will light up on the 3×3 light grid. Pressing these lights will move you in the four cardinal directions in the maze, with the flashing light representing a movement upwards.
  • Navigate back to the center of the maze without crossing a bolded line using the grid to solve the module.
  • Holding the middle of the wheel at any time resets the module.
  • Positions on the 3×3 light grid are taken as if the top of the grid is the edge farthest from the module’s center.

If the wheel is spinning clockwise, then… If the wheel is spinning counterclockwise, then…
…the dial must be turned towards the center of the module. …the dial must be turned away from the center of the module.
…the number display must be set to the first digit of the serial number. …the number display must be set to the last digit of the serial number.
…the 3×3 light grid must have all lights turned on. …the 3×3 light grid must have all lights turned off.
…the switch must be flipped towards the direction that the circle is spinning.

The way items affect their counterparts is dependent on the specific combination of item types.

The Switch

Interacting with the switch flips it to the other direction.

Dial:

Flipping the switch to the clockwise direction will turn the dial 90° clockwise. Flipping it to the counterclockwise direction will turn the dial 90° counterclockwise.

Number:

If the switch is flipped towards the direction that the wheel is spinning, the currently displayed number is offset by 5. Otherwise, the currently displayed number is subtracted from 9.

Grid:

Flipping the switch toggles all of the lights whose positions in reading order are present in the bomb timer at the time of the flip.

Movement: Flipping the switch has no instantaneous change on maze position. Instead, while the switch is in the counterclockwise position, all other movements will be inverted. (e.g. an up movement instead moves downward)

The Dial

Pressing the sides of the dial rotates it 90° clockwise or counterclockwise.

Switch:

If the dial points to the inward or outward positions, the switch will be flipped if the last digit of the bomb’s timer is even. Otherwise, the switch will be set to the same direction (CW/CCW) that the dial points.

Number:

Find the diagram corresponding to the last digit of the serial number below. When the dial is turned, the number will be rotated one space in the direction turned if it exists on the diagram.

Grid:

A random position is initially chosen on the grid’s edge. Turning the dial will move that cell around the edge of the grid in that direction. The landed-on cell will then be toggled.

Movement: When the dial is turned to a new position, you are moved one space in the dial’s new direction in the maze, with respect to the dial pointing away from the center of the module representing up.

93057

0/5

02481

1/6

15047

2/7

53621

3/8

86259

4/9

The Number Display

Pressing the up and down buttons increments and decrements the number by 1, wrapping around if necessary.

Switch:

If the new number is prime, the switch is flipped.

Dial:

The dial is rotated clockwise by the new number (times 90°).

Grid:

If the new number is not 0, the light in that position in reading order on the 3×3 grid is toggled, and all of the adjacent lights are toggled.

Movement: Pressing the up arrow moves you one space upward in the maze, the down arrow moves you one space downward.

The 3×3 Light Grid

Interacting with a light toggles the state of itself and lights adjacent to it in all four cardinal directions.

Switch:

If the switch was pointed towards the direction that the circle is spinning, the switch is flipped. Otherwise, it remains unflipped.

Dial:

If a corner is pressed, the dial will rotate 90° clockwise. If an edge is pressed, the dial will rotate 90° counterclockwise.

Number:

The position pressed on the grid in reading order is added to the number.

Movement: Pressing a non-center light moves you in that light’s direction relative to the center. Note that pressing a corner light will move you in two directions.