On the Subject of Wordpaths

Not all who wander are lost.

On the module is a hexagonal grid of cells, each labelled with a single letter.
Note the letters in the cells and their arrangement before pressing the hexagonal button.

When the button is pressed, the grid will recede into the module and a flashing arrow will appear in its place.
This arrow flashes a sequence of moves from an unknown starting cell forming a path:

  • Each move goes to the adjacent cell in the direction the arrow is pointing.
  • At no point does the path leave the grid.

The arrow will turn blue exactly five times before the sequence repeats.
The letter in the starting cell followed by the letters of the cells landed on after each blue-arrowed move, in order, spell out one of the six letter words in Table X.
Once the path is traced and the word found, assign a cardinal direction from Table P according to conditions satisfied by the path.
In Table X, move one space from the obtained word in the assigned direction, wrapping around the edges of the table if necessary, to obtain a polyhex.

Pressing the hexagonal button again will stop the sequence and a letterless grid will emerge with the center cell highlighted in white.
In this state, pressing one of the outer buttons will move the highlight to the adjacent cell in the direction it is pointing.

Pressing the hexagonal button once more will cause cells that are visited from this point on to be highlighted in blue.

  1. The boundary of the cells in the highlighted region must match the obtained polyhex.
  2. The highlighted region must contain exactly one of cells from which the word was obtained.
  3. This cell must be highlighted in white.

Press the hexagonal button one final time to submit the highlighted region.
If the submission meets all of the above criteria, the module is solved.
Otherwise, the module will reset to its initial state, removing all highlights from the grid and revealing the letters once again.

Table P

To assign a direction, use the first conditions that apply from top to bottom and left to right, to obtain the respective row and column of the cell containing the assigned direction.

If path cells never contain a letter in the serial number. Otherwise, if any red cell is adjacent to the 'Z' cell. Otherwise, if red cell #1 lies on the edge of the white grid. Otherwise
If you have indicators and path cells contain all letters from all indicators.UPRIGHTDOWNLEFT
Otherwise, if 'Z' is in the path.RIGHTUPLEFTDOWN
Otherwise, if any non-red letter appears four or more times in blue cells*.DOWNLEFTUPRIGHT
OtherwiseLEFTDOWNRIGHTUP

* Cells landed on multiple times count that many times, not just once.

Table X   (click a polyhex to enlarge)

CAVITYIMPROV REDACTSTUDIO MAGNETTHUSLY WEBLOGLARYNX
ECLAIRWHACKS PROVENATOMIC FRUGALJASPER UTOPIAHUNGRY
ADJOINVORTEX QINTARCRYPTS XENIASOTHERS WYVERNOUTING
NICKELGLITCH KEYPADINFLUX OBJECTEMBARK TORQUESILVER
QUOTASPHYLUM NUMBERMOSAIC KNIVESSPHINX DETAILBROWSE
FORGETSQUAWK YACHTSDOUBLE JUMPERWIDGET CITRUSANTHEM
URCHINRUSTIC BOXINGHERMIT TRUDGEXYLOID LIMPETYONDER
LAUNCHITSELF JUNGLEVERIFY CHROMEUPSIDE GNARLYKLAXON

Modes

  • In Letter Mode, input letters.
  • In Path Mode, a grey buffer zone appears. Start your path in the center of the grid, then follow the arrow on the module, clicking on tiles to mark your path and right-clicking to mark tiles of your word. Once the path is complete, use the arrows to move the path back into the grid.
  • In Polyhex Mode, all red tiles from your path stays. Draw your polyhex and move it around; tiles will be marked purple if your polyhex overlaps red tiles.
  • Your path is saved when you move between modes, but is not removable. Use Reset Path to clear your path.