Forget Me Not

Take note of a single-digit number after every module solved, then enter a calculated code after all other modules are solved.

### Edgework and Outside Info Required:

Indicators
Ports
Serial Number

### Next Released Module

[[Rotary Phone]]

The Forget Me Not module is the first of the Boss Modules.

This particular Boss Module features a simple 0-9 keypad and two displays, one displaying the stage number, the other a random number. It has the task of adding the displayed random number to another number calculated from the edgework on the bomb.

## Manual Pages

* Original
* Condensed (LeGeND)
* Reworded (Emik)

## On the Subject of Forget Me Not

This one likes attention, but not too much attention.

View Original

* The main display will update on each solved module\*. The current display stage is shown on the smaller display.
* Add the displayed number to the corresponding number gained from the chart below, and record the least significant digit from the total. This is the calculated number for that stage.
* When all other modules\* have been completed, the display will turn blank.
* Press the calculated numbers on the keypad in the order they were obtained.
* If an incorrect calculated number is entered, the button for the displayed number for that stage turns green.

* If the bomb has an unlit CAR indicator, the number is 2.
* Otherwise, if the bomb has more unlit indicators than lit indicators, the number is 7.
* Otherwise, if the bomb has no unlit indicators, the number is the number of lit indicators.
 Second number:
* If the bomb has a serial port and 3 or more digits in the serial, the number is 3.
* Otherwise, if the previous calculated number was even, the number is the previous calculated number plus 1.
 All other numbers:
* If either of the previous two calculated numbers were 0, the number is the largest digit in the serial.
* Otherwise, if both of the previous two calculated numbers were even, the number is the smallest odd digit in the serial, or 9 if no such digit exists.
* Otherwise, the number is the most significant digit of the sum of the previous two calculated numbers.

\* Some modules are ignored by Forget Me Not modules.

## On the Subject of Not Forgetting Forget Me Not

This one likes attention. A *LOT* of attention.

View Original

Unlit CAR ind = 2.
Unlit > lit ind = 7.
No unlit ind = amount of lit ind.
 ***Second number:***
Serial and ≥ 3# in SN = 3.
Last *C* number was even = last *C* number +1.
 ***All other numbers:***
Either of last 2 *C* numbers were 0 = highest SN #.
Both of last 2 *C* numbers were even = smallest odd SN #\*.
MSD of the sum of the last 2 *C* numbers.

**C* = calculated number. \* = or 9 if all are even.*

## On the Subject of Clarifying Me Not

This one like simplification, but not too much simplification.

View Original

* Record the larger panel's digit after **every** solved module\*.
* Modify all digits with the table. Subtract 10 if more than 9.
* The table isn't asking for display digits when it asks for numbers.
* When all other modules\* are solved, input the new sequence.
* Incorrect inputs will show the panel's digit of that stage on the buttons.

* If there are 0 unlit indicators, add number of lit indicators.
* Otherwise, if there's an unlit CAR indicator, add 2.
* Otherwise, if there are more unlit than lit indicators, add 7.
 Apply to the 2nd digit:
* If there's 3+ digits in the serial and a serial port, add 3.
 Apply to any other digit:
* If any of the last 2 digits were 0, add the largest digit in the serial.
* Otherwise, if any of the last 2 digits were odd, add the sum of those digits. If the sum exceeds 9, add 1 instead.
* Otherwise, add the smallest odd digit in the serial. If none exist, add 9.

*\* Some modules are ignored by Forget Me Not modules.*
## Striking and Solving

The module will cause a strike if:

* An incorrect number is pressed. The small LED in the corner of one of the buttons will light up. This is NOT the correct answer, it is the number that was displayed for that stage, which may need to be modified before submission.

The module will be disarmed when:

* All the correct digits are entered.

## Strategy/Trivia

* “Least significant digit” (LSD) refers to the last digit of the number. For example, the LSD of 1024 is 4, because it’s the last digit.
* Similarly, the “most significant digit” (MSD) refers to the first digit of the number. For example, the MSD of 1024 is 1, because it’s the first digit.
* Some people will say, “Stage X is a Y”, where X is the display stage (the smaller number), and Y is the display number (the larger number).
* If the stage is 3 or larger, the calculated number for that stage depends on the previous two calculated entries. These could be referred to as “Zero Rule” (either of the previous two numbers were 0: display + largest digit in the serial), “Even Rule” (both of the previous two numbers were even: display + smallest odd digit in the serial (or 9 if there are no odd numbers)), and “Odd Rule” (either of the previous two numbers were odd, but neither is zero: display + sum of previous two numbers IF that sum is less than 10; otherwise: display + 1).
* This module’s difficulty depends on the number of modules on the bomb. FMN on a bomb with a small amount of modules (3-8) will have a much smaller chance of striking compared to something like the Centurion (100 modules including ones ignored by FMN).