On the Subject of Unfair’s Cruel Revenge

“I dunno man, seems pretty fair to me”
— You, probably

The top screen shows the ciphertext as 18 Pigpen glyphs which, after reversing the process of encryption this module applied, will yield 6 distinct three-letter-long instructions to be followed. Below it are 6 LEDs corresponding to said instructions.

To the right is the extra screen with 4 pages of information, and LEDs corresponding to those pages. Pressing the bottom half of the screen will cycle through:

  1. The module ID
  2. The strike counter
    • These can be shown in Fixed/Broken Roman numerals, or Arabic numerals
    • Zero is shown as nothing in Roman numerals, and 0 in Arabic numerals
  3. Some extra information, detailed below
  4. A cycling sequence of Pigpen letters, along with a static five-character-long string surrounded by equal signs, representing each cipher

Step 0: Understanding page 3 and 4 of the extra screen

It is recommended to only read these pages when a cipher requests information from them.

Page 3 will show the following information, in no particular order, unless explicitly stated:

  • A six-letter word. This will always be on the bottom-right
  • Up to 8 digits, forming a consecutive sequence when rearranged
  • 7 base-24 digits. This will always be on the bottom-left
  • A word from Word Search
  • 12 Pigpen letters

Page 4 shows 18 Pigpen letters, cycling based on the timer, to be used to replace the letter in its corresponding position in the ciphertext in any Playfair/Four Square ciphers encountered.

The substitution letters associated with the cipher in the 5-character-long string’s k’th position are shown when the number of seconds remaining on the timer, modulo 6, is one less than k.

Step 0.5: Determining the ciphers used

Among the first 2 pages of the extra screen, count the number of pages which show Arabic numbers, and use the corresponding column in the following table:

Encryption Type Character of Reference
0 1 2
Substitution Playfair Cipher (Key A)04F
Substitution Playfair Cipher (Key B)1AE
Substitution Playfair Cipher (Key C)29D
Caesar Cipher (Value A)38C
ROT13 Cipher41B
Affine Cipher (Value X)5DA
Atbash Cipher639
Basic Columnar Transposition728
Myszkowski Transposition857
Anagram Shuffler9E6
Scytale TranspositionA65
Autokey Mechanical CipherBC4
Substitution Four Square Cipher (Keys ?)C73
Redefence TranspositionDF2
Monoalphabetic SubstitutionEB1
Running Key Alberti CipherF00

The 5-character-long string, read from right to left, maps to the sequence of ciphers to be used in the decryption process.

Step 0.75: Calculating keys

It is recommended to only calculate the keys used in the 5 obtained ciphers.

Key A

  1. Convert the base-24 number on the extra screen into hexadecimal.
  2. Read the resulting string as a string of decimal digits and letters. For every digit from left to right:
    • If this digit is followed by another digit, and they form a number in the range 10—26, convert the pair into its alphabetical position
    • Otherwise, convert the single digit into its alphabetical equivalent, or remove it if it is a zero.
  3. Transform the Module ID, (1 + the number of port plates), and (2 + the number of battery holders) into their alphabetical equivalents, separately, using step 2 in this process if any of these are greater than 26.
  4. Append these characters together and then at the end of the result of the previous conversion. This is Key A.

Key B

Obtain Key B from the following table using the month and day of the week of when this module was activated:

Month
Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec
Day Mon ALPH ONE ABCD AEI PLAY JAKK FRLA ZEKN FIZZ HEND CLUT SCG
Tue BETA TWO EFGH OUY HIDE MCDU VIRE ELIA TIMW ACRY MAGE BASH
Wed CHAR THRE IJKL WBC SECR EOTA IONL REXK MOON ONYX SPAR MOCK
Thu DELT FOUR MNOP DFG CIPH CAIT LEGN RIVE TAOO SAMD KONQ BRIN
Fri ECHO FIVE QRST HJK FAIL MARA WILL TRAI LUPO ELUM FLAM KANE
Sat FOXT SIX UVWX LMN PART WARI SKIP NANT LUMB FLUS MOMO HEXI
Sun GOLF SEVN YZAB PQR BECO PIGD ETRS GRYB CATN ASIM MITT PERK

Key C

Take the average of all of Alphabetize’s false rules’ positions, as if there were no strikes and no solved modules on the bomb, with 1 being the first rule.

If this is an integer, use the corresponding rule’s string as Key C. Otherwise, use the final rule’s string as Key C.

Value X Table

Condition Operation
For each BOB, CAR, or CLR indicator: +1 if lit, -1 if unlit
For each FRK, FRQ, MSA, or NSA indicator: +2 if lit, -2 if unlit
For each SIG, SND, or TRN indicator: +3 if lit, -3 if unlit
For the number of batteries: +4 for odd, -4 for even
There are port plates with parallel port: +5 each, -4 if paired with serial port
There are port plates with DVI-D: -5 each, +4 if paired with Stereo RCA

Start with 0 and perform all operations from the table above in this section for each condition. If the value is negative, make it positive. This will be referred to as X for decrypting.

Value A Table

Condition Operation
For every port type -2
For every port plate +1
For every consonant in the serial number +1
For every vowel in the serial number -2
For every lit indicator +2
For every unlit indicator -2
For every battery -1
No batteries +10
No ports ×2
31 or more modules ÷2

Start with 0 and perform all operations in the following table for each condition from top to bottom. This will be referred to as Value A for decrypting.
Drop any remainders and/or decimals when using the division operation. I.E, if you get -1.5 after division, turn -1.5 into -1 instead.

Step 1: Modifying the alphabet

All ciphers will be using the modified alphabet obtained at the end of this step, including for alphabetic positions. In the following steps, “shift to the right X times” means taking X characters from the end of the string and placing it at the front of the string.

To obtain the modified alphabet:

  1. Start with the string “ABCDEFGHIJKLMNOPQRSTUVWXYZ”.
  2. Shift it to the right [1 + the last digit of the serial number] times.
  3. Move the last letter of the serial number to the front of the string, unless it is already at the front, in which case move it to the back.
  4. Apply all Actions corresponding to true conditions in the following table. The modified alphabet is the result of this process.

Conditions in the following table are counted from top to bottom. Vowels refer to “A”, “E”, “I”, “O”, and “U”.

Condition Action
Lit BOB is present, no batteries, port plates nor unlit indicators, and serial number contains a vowel Discard the current string, and use “ABCDEFGHIJKLMNOPQRSTUVWXYZ”. Skip all other conditions in this table.
Lit BOB is present Reverse the entire string.
Odd number of battery holders Move the vowels to the end of the string, keeping their original order. If “W” is present in the serial number, move that as well.
Number of batteries is divisible by 3 Take out the letters in positions 4, 6, 8, 9, 10, 14, 15, 21, 22, 25, and 26 in the string, reverse them, and append them to the string.
“Green Arrows”, “The Sphere”, or “Yellow Arrows” are present Place “LAZYDOG” at the front of the string, then remove any duplicate letters, keeping first occurrences.
Unfair’s Revenge is present Reverse the latter half of the string, then place “THEQUICK” at the back of the string, then remove any duplicate letters, keeping last occurrences.

The first condition on this page is the 7th condition

Condition Action
DVI-D port is present Reverse the first half of the string.
Stereo RCA is NOT present Place “RCA” at the back of the string, then remove any duplicate letters, keeping last occurrences.
Duplicates of Unfair’s Cruel Revenge are present Shift the current string to the right [10 times the number of other Unfair’s Cruel Revenge modules] times.
An odd number of conditions were met (upon reaching this condition) Undo the last Action applied.
At least 1 empty port plate is present Take out the letters in positions divisible by 6. Shift the remaining string to the right 6 times, then concatenate the shorter string with the longer one, in that order.
Who’s on First or What’s on Second is present and the 11th condition is NOT met If “U” and “H” are adjacent, move them to the front of the string, keeping their original order. Otherwise, move all letters between them to the front of the string.
Blue Arrows is present and this is NOT the first condition met If the last condition met was the 10th condition, apply the 12th condition’s Action. Otherwise, undo the last applied Action.
No other conditions were met Using the original English alphabet, apply a ROT13 cipher on the current string. Then, apply the [first digit of the serial number + 1]th condition’s Action.

Step 2: Pigpen Cipher

Convert the symbols on the top screen into letters using the chart below.

A pigpen encryption table would be shown here.

Step ?: Affine Cipher

The n’th row of the following table corresponds to X = n - 1. Edit the field provided to obtain the Affine table for the modified alphabet. This field must contain exactly 26 distinct letters.

Modifiable Affine Encryption Table
ABCDE FGHIJ KLMNO PQRST UVWXY Z
CFILO RUXAD GJMPS VYBEH KNQTW Z
EJOTY DINSX CHMRW BGLQV AFKPU Z
GNUBI PWDKR YFMTA HOVCJ QXELS Z
IRAJS BKTCL UDMVE NWFOX GPYHQ Z
KVGRC NYJUF QBMXI TEPAL WHSDO Z
The message to decrypt would result in very ambiguous conditions if using X = 6.
ODSHW LAPET IXMBQ FUJYN CRGVKZ
QHYPG XOFWN EVMDU LCTKB SJARI Z
SLEXQ JCVOH ATMFY RKDWP IBUNG Z
UPKFA VQLGB WRMHC XSNID YTOJE Z
WTQNK HEBYV SPMJG DAXUR OLIFC Z
YXWVU TSRQP ONMLK JIHGF EDCBA Z

Step ?: Caesar Cipher

Shift every letter in the ciphertext forwards in the modified alphabet by the negated offset to obtain this cipher’s plaintext.

Step ?: ROT13 Cipher

Apply a Caesar Cipher on the ciphertext using the modified alphabet with an offset of 13 to obtain this cipher’s plaintext.

Step ?: Atbash Cipher

For each letter in the ciphertext, find the plaintext letter in the modified alphabet with the alphabetic position of [27 - (the ciphertext letter’s alphabetic position)].

Step ?: Substitution Playfair Cipher

  • All “(10th letter)”s in this step refer to the 10th letter in the modified alphabet.
  • Omit any (10th letter)’s in your keyword. Then, remove all duplicate letters in the keyword while keeping their first occurrences.
  • Create a 5×5 matrix of letters. Start with your keyword, and fill the rest with the unused letters of the modified alphabet, omitting the (10th letter).
  • Split the ciphertext into pairs. If you cannot form a pair, do not modify that letter. If there are any (10th letter)’s in the ciphertext, change them to the letters in their position in this cipher’s substitution letters. For each pair:
    • If the letters are the same, do not modify them.
    • If the letters appear on the same row, replace them with those to their immediate left, wrapping around.
    • If the letters appear on the same column, replace them with those to their immediate above, wrapping around.
    • If the letters are on different rows and columns, replace each of them with the letter on the same row but in the column of the other letter in the original pair.
  • Concatenate the pairs to obtain this cipher’s plaintext, making sure to change any letters that were originally (10th letter)’s back into (10th letter)’s.

Step ?: Basic Columnar Transposition

  1. Grab the decimal digits from page 3 of the extra screen. This will be used as the key for this cipher.
  2. Place dashes in reading order beneath this key, until the number of dashes placed is equal to the number of letters in the ciphertext.
  3. Then, fill the dashes in each column, in numerical order, from top to bottom with the corresponding letter in the ciphertext.
  4. Finally, read the placed letters in reading order to get this cipher’s plaintext.

Step ?: Myszkowski Transposition

Take the sum of all serial number digits, modulo 28, add 1, and count that many words in reading order from the following table, starting on “ARCHER”:

Keywords
ARCHER ATTACK BANANA BLASTS BURSTS BUTTON CANNON
CALLER CELLAR DAMAGE DEFUSE DEVICE KABOOM LETTER
LOOPED MORTAR NAPALM OTTAWA PAPERS POODLE POOLED
RASHES RECALL ROBOTS SAPPER SHARES SHEARS WIRING

From this keyword, assign numbers to each letter in modified alphabetical order, with identical letters receiving identical numbers.

Place dashes underneath this key, such that the number of dashes placed is equal to the number of letters in the ciphertext.

For each number in numerical order in this key, replace each dash in reading order with the next letter of the ciphertext.

Finally, read the placed letters in reading order to obtain this cipher’s plaintext.

Step ?: Scytale Transposition

  1. Create a rectangular grid with a height equal to [the number of ports on the bomb, modulo 4, plus 2], and a width equal to the number of letters in the ciphertext.
  2. Place dashes starting from the top-left cell — going down-right, wrapping around as necessary — until the number of dashes placed is equal to the number of letters in the ciphertext.
  3. Replace each dash in reading order with the next ciphertext letter, then read the resulting grid in the same way the dashes were placed to obtain this cipher’s plaintext.

Step ?: Monoalphabetic Substitution

  1. Start with the six-letter word in the bottom-right of page 3 of the extra screen, removing any duplicates while keeping first occurrences as necessary.
  2. Take a copy of the modified alphabet, and remove any letters present in the keyword.
  3. If the NE button is yellow, place the keyword after the modified string. Otherwise, place the keyword before the modified string.
  4. Place the English alphabet beneath the aforementioned string.
  5. For each letter in the ciphertext, find it in the upper string; the corresponding letter below it is the corresponding plaintext letter.

Step ?: Anagram Shuffler

In the following table, ignore odd-numbered rows if the 12 Pigpen letters are at the top of the extra screen, otherwise ignore even-numbered rows. Ignore the lower row if the decimal digits are to the left of the Word Search word, otherwise ignore the upper row.

Anagrams
TAMERS STREAM MASTER ARM SET MRS TEA MR SEAT
BARELY BARLEY BLEARY LAB RYE A BERYL ALB RYE
RUDEST DUSTER RUSTED ED RUST EDS RUT DUST RE
IDEALS SAILED LADIES A SLIDE DEAL IS SEA LID

Then, starting from the NW button, count the number of CW steps required to reach Green, plus 1. Count that many words in the non-ignored row to get the base key.

If this key consists of 2 words, swap them if the serial number does NOT contain a vowel. Then, remove all spaces.

Follow the same procedure to obtain the encryption key, using the Magenta button instead of Green, swapping the words if the number of battery holders on the bomb is odd.

Place each letter in the ciphertext in reading order underneath the encryption key.

For each column in the grid formed by the encryption key, find the header letter in the base key, and copy the contents in the old column to the new column.

Read the new grid in reading order to obtain this cipher’s plaintext.

Step ?: Substitution Four Square Cipher

All “(10th letter)”s in this step refer to the 10th letter in the modified alphabet.

  1. Obtain keys A, B, and C via Step 0.5. Key D is the 12 Pigpen letters on the extra screen.
  2. For each key, remove any (10th letter)’s, remove all duplicate letters while keeping first occurrences, then fill it with the unused letters in the modified alphabet, again omitting any (10th letter)’s.
  3. Create 4 5×5 squares in that regard.
  4. Rearrange the squares to create a 10×10 square, with each quadrant in reading order being the squares made from keys A, B, C, and D in that order.
  5. Swap out any (10th letter)’s to the letters in their corresponding positions in this cipher’s substitution letters.
  6. Split the ciphertext into pairs. Then, for each pair:
    • Find the first ciphertext letter in the top-right quadrant.
    • Find the second ciphertext letter in the bottom-left quadrant.
    • The first plaintext letter resides in the cell at the first letter’s row and the second letter’s column.
    • The second plaintext letter can be found in the same fashion, with the rows and columns swapped.
  7. Concatenate all pairs together, then change any letters in positions that were originally (10th letter)’s back into (10th letter)’s to obtain this cipher’s plaintext.

Step ?: Redefence Transposition

  1. Grab the decimal digits from the extra screen; this will be used as the key for this cipher.
  2. Place dashes in a zig-zag pattern such that the height of the formed shape is equal to the number of digits in the key, and the width is equal to the number of letters in the ciphertext.
  3. Label each row, from top to bottom, with each digit in the key.
  4. In numerical order, replace each dash in the next row, from left to right, with the next letter in the ciphertext.
  5. Read the letters in a zig-zag pattern to obtain this cipher’s plaintext.

Step ?: Autokey Mechanical Cipher

All mentions of rows and columns refer to that of the Tabula Recta on the next page.

  1. Find the Word Search word in its manual; this cipher’s keyword is the other word in its cell.
  2. Align the keyword with the start of the ciphertext.
  3. For each ciphertext letter with a corresponding keyword letter:
    1. Find the row labelled with the modified alphabetic position of the key letter.
    2. Within it, find the ciphertext letter, the plaintext letter is in its column in the header row.
    3. Append this plaintext letter to the end of the keyword.
  4. This results in this cipher’s plaintext.

Step ?: Running Key Alberti Cipher

  1. Two tapes are required for this cipher, the Stabilis and Mobilis.
  2. The Stabilis is the English alphabet.
  3. To create the Mobilis:
    1. Split the modified alphabet into two groups, the first containing all letters in odd positions, the second containing all other letters.
    2. If Red is diametrically opposite to Cyan, reverse the first group then swap the groups. Otherwise, reverse the second group.
    3. Concatenate the two groups in order.
    4. Mark the anchor letter, being the first letter in the serial number.
  4. Align the Stabilis with the Mobilis.
  5. Use the Appendix to obtain the running key to be used in the decryption process.
    1. Grab the first two Pigpen letters out of the 12 on the extra screen and convert them into their modified alphabetic positions.
    2. Using the first number, count that many paragraphs into the Appendix, where 1 or 14 is the first paragraph.
    3. Using the second number, count that many words into the paragraph obtained.
    4. Append the resulting word and any words after it to the key, ignoring any punctuation, until the key is as long as the ciphertext.
  1. For each ciphertext-running key letter pair:
    1. Shift the Mobilis such that the marked letter is aligned with the key letter in the Stabilis.
    2. Find the ciphertext letter in the Mobilis, the plaintext letter is in the same position in the Stabilis.
  2. This results in this cipher’s plaintext.

Autokey Mechanical Cipher’s Tabula Recta

ABCDE FGHIJ KLMNO PQRST UVWXY Z
1 TJONXAKIPCZDWUSRQMYEBHFVGL
2 NXAKIPCZDWUSRQMYEBHFVGLTJO
3 VGLTJONXAKIPCZDWUSRQMYEBHF
4 KIPCZDWUSRQMYEBHFVGLTJONXA
5 BHFVGLTJONXAKIPCZDWUSRQMYE
6 JONXAKIPCZDWUSRQMYEBHFVGLT
7 LTJONXAKIPCZDWUSRQMYEBHFVG
8 WUSRQMYEBHFVGLTJONXAKIPCZD
9 FVGLTJONXAKIPCZDWUSRQMYEBH
10 PCZDWUSRQMYEBHFVGLTJONXAKI
11 YEBHFVGLTJONXAKIPCZDWUSRQM
12 ONXAKIPCZDWUSRQMYEBHFVGLTJ
13 EBHFVGLTJONXAKIPCZDWUSRQMY
14 CZDWUSRQMYEBHFVGLTJONXAKIP
15 XAKIPCZDWUSRQMYEBHFVGLTJON
16 MYEBHFVGLTJONXAKIPCZDWUSRQ
17 QMYEBHFVGLTJONXAKIPCZDWUSR
18 USRQMYEBHFVGLTJONXAKIPCZDW
19 GLTJONXAKIPCZDWUSRQMYEBHFV
20 RQMYEBHFVGLTJONXAKIPCZDWUS
21 AKIPCZDWUSRQMYEBHFVGLTJONX
22 SRQMYEBHFVGLTJONXAKIPCZDWU
23 ZDWUSRQMYEBHFVGLTJONXAKIPC
24 DWUSRQMYEBHFVGLTJONXAKIPCZ
25 HFVGLTJONXAKIPCZDWUSRQMYEB
26 IPCZDWUSRQMYEBHFVGLTJONXAK

Appendix: The Running Key Used For Running Key Alberti Cipher

This cipher may be complicated to master the first time around. You will need to use these paragraphs to obtain the key that encrypted your message.

The Alberti wheel, which you will create, consists of two parts, the stationary wheel or Stabilis, and the moving wheel or Mobilis. To create the wheel:

  • Make the Stabilis with the English alphabet in order. Then to make the Mobilis, separate the modified alphabet by every other letter, to obtain two halves.
  • If Red is diametrically opposite to Cyan, reverse the first half and swap those halves. Otherwise, reverse the second half. And then concatenate the halves together.
  • Mark your anchor letter in your Mobilis, the first letter in the serial number, if there are any. Otherwise, mark “A” as your anchor letter instead.

Now take the first two letters in the twelve letter pigpen text and convert them into their English letters using step two from this manual provided.

Convert these into their positions in the modified alphabet. Start on the paragraph from the first number obtained where one or fourteen is the top paragraph.

Using the second number, count that many words from the paragraph you obtained earlier to obtain the start of your running key. Add the starting word.

  • Ignore punctuation and font styles for each word you append onto your key. Repeat until the key is as long or longer than your encrypted message.
  • Each relevant paragraph in this page is exactly twenty six words long. Continue to the first word of the next paragraph if you reach the end.

To decrypt your message, rotate the Mobilis so that the anchor letter is directly below the letter in the Stabilis for each letter in the key.

Examine the encrypted letter in your Mobilis to get your decrypted letter in your Stabilis in the same position. Repeat until you have your decrypted string.

When obtaining your key, if you reach the end of the last paragraph, wrap around to the first word of the first paragraph, upon reaching this.

Step 7: Executing the Instructions

Split the plaintext into triplets. Each triplet will correspond to an Instruction in the following list. Use it to determine which button to press (and if applicable, at what time).

Instructions:

Inner Center refers to the white button.

Outer Center refers to the grey circular frame the other buttons rest on.

Prime numbers refer to integers greater than 1 with only 1 and itself as factors.

  • PCR: Press the Red button.
  • PCG: Press the Green button.
  • PCB: Press the Blue button.
  • SCC: Press the Cyan button.
  • SCM: Press the Magenta button.
  • SCY: Press the Yellow button.
  • SUB: Press Inner Center when the seconds digits on the timer match.
  • MOT: Press Outer Center when the last digit on the timer is (m + c + (5 - s)) % 10, where:
    • m is the module ID.
    • c is the number of times a primary/secondary coloured button has been pressed since the last strike this module gave.
    • s is the current stage number, starting with 1.
  • PRN: If [module ID % 20] is a prime number, press Inner Center; otherwise press Outer Center.
  • CHK: If [module ID % 20] is a prime number, press Outer Center; otherwise press Inner Center.
  • REP:/EAT: If this is the first instruction, press Inner Center; otherwise, repeat the last input, ignoring timing constraints.
  • STR:/IKE: Starting from the last coloured button pressed [or Red if none have been pressed since the last strike this module gave], count as many buttons counter-clockwise as there are strikes recorded on page 2 of the extra screen, then press the landing button.
  • SKP: Press Inner Center. Then, if this instruction is unable to skip the next instruction, ignore the rest of this instruction; otherwise, skip the next instruction and press Outer Center.
  • PVP:/NXP:/PVS:/NXS: Start from the last coloured button pressed since the last strike this module gave [or NW if none have been pressed]. Repeat the following steps in order until a button is pressed:
    1. Move [counter-clockwise if the first character in this instruction is P, otherwise clockwise] one button.
    2. Check if the resulting button is a [primary if the last character in this instruction is P, otherwise secondary] colour. If so, press it.
  • OPP: If this is the first instruction, press Outer Center; otherwise, press the button diametrically opposite to the last button pressed [Outer Center is considered to be diametrically opposite to Inner Center].
  • AGN: If this is the first instruction, perform the next instruction; otherwise, perform the instruction to the left of this one. This includes any timing constraints.
  • SCN: Using the modified alphabet, take the sum of the alphabetical positions all letters in the serial number, modulo 4, plus 1. On the extra screen, set the page to be the aforementioned number, then press Inner Center.

The following instructions become active once they are reached after the last strike this module gave, and will affect all instructions, except the last, after it. They can cancel each other out.

  • SWP: If no coloured buttons have been pressed, press the NW button; otherwise, repeat the last coloured input. If an instruction requests Inner Center or Outer Center, press the button diametrically opposite them instead.
  • INV:/ERT: If the number of previous presses made since the last strike this module gave is odd, press Outer Center; otherwise press Inner Center. All coloured presses after this instruction must be swapped with its complementary colour.

The following instructions CANNOT be skipped, and will always be the last instruction. Any timing constraints will be calculated once a button is pressed.

  • FIN: ONLY when the last seconds digit on the timer is the least significant digit of the number of unsolved modules, if the number of solved modules is even, press Inner Center; otherwise, press Outer Center.
  • ISH: Start on the last coloured button pressed since the last strike this module gave [or NW if none have been pressed], count the number of times a Center button has been pressed, count that many buttons clockwise, and press the landing button when the last seconds digit of the timer is the least significant digit of the number of unsolved modules on the bomb.
  • ALE: ONLY when the last seconds digit on the countdown timer is the least significant digit of the number of solved modules, if there are an even number of pressed coloured buttons since the last strike this module gave, press the button diametrically opposite to the last coloured button you pressed, or the SE button if none have been pressed; otherwise, press the button whose color is a complementary of the last pressed coloured button.