Code

**Codes** are mini-puzzles that appear in the Assassin of Steve franchise. They are most frequently found in Assassin of Steve, and make a return in a couple of the missions in Assassin of Steve 3.

## Assassin of Steve

In Missions 3, 6 and 9 of Assassin of Steve, there are many codes that need to be solved to progress. Each code requires you to push a button to activate it, then the on-screen instructions should be followed. There are a few distinct types of codes.

### Sequence Codes

These require you to place colored stained glass blocks in a certain order that corresponds to the order that the colors were shown above, e.g. Red, blue, yellow, green. In Mission 9, the position of each stained glass block is shown rather than the order.

### Match Codes

Match codes, when activated, start a block cycling through various stained glass colors. The objective is to push the button under a still color when its color (e.g. green) matches the color above, so it is all about timing. Some Match Codes require you to do this multiple times with different colors.

### Piston Codes

Piston codes require you to pull levers that move pistons. There are two types of piston codes - one where you have to move red sand to the yellow stained glass, and the other being where you have to let a lava flow to a cauldron.

### Maze Codes

Maze codes teleport one player into a glass maze and the other players into a spectator's area above. Stepping on blue pressure plates gives you 1 point and purple ones give you 2 points. The objective is to take the route to the end that gives you the least possible amount of points. For example, if the on-screen text tells you to get 3 points, you must take the route that gives you exactly three points and no more.

### Sound Codes

Sound codes play some sounds, then teleport everyone into an obsidian room with some options on the room. Some sound codes simply ask "What sound was that?" but others ask more complex questions, such as "Which sound did NOT play?" or "Which sound (i.e. Sound A, Sound B, or Sound C?) was the sound of a minecart when you are inside one?"

## Assassin of Steve 3

There are no codes in Assassin of Steve 2, however they make a return in Assassin of Steve 3.

A sequence code appears in Mission 5, and both a sequence and match code each appear in the Puzzle Skull section of Mission 10. Three Maze codes have to be solved in order to reach a chest containing a Legendary Box in Mission 5, while three Sound codes have to be solved to reach a chest containing a Legendary Box in Mission 11. Both of these codes have slightly different interfaces to make their experience smoother.

In addition, there are some new types of codes.

### Green Strip Code

Two of these are featured in Mission 5. Upon pressing the button, a block of green glass moves along a strip, and you have to press all the buttons above and below the strip in order to solve it. You can restart the block of green glass after it has reached the end if you didn't manage to hit all the buttons.

### Time Code

There is one time code in Mission 5, which requires you to reach the pressure plate at the end within a time limit.

### Beacon Matching Code

Four of these are featured in Mission 10. You are presented with two beacons, one white, one coloured, and you have to choose colours to put on the white beacon in order to make them match. In the first one, you can choose between red, blue or yellow, but in the other three, you have two rows of three colours, the objective being to mix two different colours to get the right one.

This code concept was reused as a minigame in Dance Floor. The specific colours from the three codes with two layers of colours can appear in the minigame.

### Rotating Segments Code

There is one of these in Mission 10. It consists of multiple large square segments with a path running through them. You can step on the black carpet in order to rotate segments, the objective being to create a complete path leading from the beginning to the button at the end. The orange segments are staionary and cannot be rotated.