Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
* Do Combination Lock shortly after Simon Says (i.e. don't complete too many modules) - it becomes unsolvable after too many modules are solved [EDIT: No longer the case]
* Two-Factor has to appear on the bomb, again due to a similar bug in Combination Lock - if a two factor doesn't appear, consider checking in with the Menu Binder [EDIT: No longer the case]
- Needy knob is the best needy...runs the full 45 second clock each time, and is only a few clicks at most.
-Know how many vanilla modules you'll see. In its current form (everything up to, but excluding, X-Ray), there are exactly 2 vanillas. When you go searching to do the 6 required Turn the Keys related modded modules, you will know that there are exactly 2 other modules you might need to do at most, depending on which vanillas you see.
-Laundry -- doing at any multiple of 6 is the same as 0, leaving the equivalent of 4 solved. And to keep track of solved count, the FMN stage is 1 more than number of solved (assuming TtK and Souvenir haven't been solved), so solving for 0 solved is the same as solving for FMN stage 1, 7, 13, 19, etc.
-Don't save all of FMN til the end...just asking for trouble if you save all that calculation towards the end.
-I found it helpful to clear out the side opposite FMN first -- that way, in the more stressful last half of the bomb, you don't have to burn as much time spinning it around to get FMN stages again. Similiarly, I think the optimal bomb has both the needy and FMN on clock side (and probably souvenir on the opposite)
-Know your battleplan. I started opposite FMN, scanning down the line for any certain modules. I also potentially would do prep-solving, without actually solving, the ones I could (punch in Anagram answer without submitting, 3 keys in alphabet, find knight in mystic square, etc. Didn't have to do this, but made going back and catching up after finishing my first few feel a lot smoother.
-Also, in gameplan: know your module order. My method was to solve any of:
CrazyTalk/Listening/Orientation/TwoBits/ColorFlash/RoundKeypad, along with any vanillas that need to be solved for TtKs (Password/Who'sOnFirst/Keypad/MorseCode/Wires/Button), skipping to look for just the 6 mod ones if I've found all my vanillas.
Turn the Keys. Right, then left.
Combo Lock.
Simon Says, if I have it.
THESE TIPS NO LONGER APPLY:
- Don't save Souvenir too late...it'll only skip out one new question per module unless it's the last thing left; so make sure you work on it as you go (I did every other module, which minimized the time I had to worry about it; solved it after ~50-60 modules, depending on if I missed a few)
-Speaking of Souvenir, it will only ask about FMN, and certain COMPLETED modules. As such, if you do it as you go, and don't solve any other modules that Souvenir asks about (aside from the mandatory Two Bits/Listening/Orientation as dictated by Turn the Keys), then after you get through the 5 questions from the other modules, all questions would be FMN based. That makes things much easier, as you don't have to keep track of other information anymore.
I have a cheatsheet manual that I made, which has all manual sections alphabetized. Without the cheatsheet manual, I made the same suggestion, to have all the manual pages alphabetized. I did use the interactive/online pages for a couple modules, though (hexamaze, foreign exchange)