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Safecracker: The Ultimate Puzzle Adventure Hints
How do I use the phone machine?
1 of 9: Ignore the funky letters on the phone; they're used in a different puzzle entirely (that you can find in The Library). For this puzzle, first you need a key --
3 of 9: Insert the key and turn it to turn on the larger box. Okay ... and now what?
4 of 9: Push the speaker button (with a picture of a microphone on it) and push a couple of numbers at random to see what happens.
5 of 9: The tone made by the keys makes lights on the box come on. So it's probable that if we hit upon the right four numbers, the box will open.
6 of 9: You won't find the numbers written down anywhere; you'll have to guess them. But the machine will help you. (More than I can, at least; the solution is random, so I can't tell you what it is. But I can tell you that no numbers repeat, and the last number is always 9.)
7 of 9: The machine's four lights will blink to tell you how accurate the numbers in the four places are. A red light means that number doesn't occur anywhere in the solution; a blinking green light means that number is in the solution, but not in that place; and a solid green light means that number is correct and in the right place.
8 of 9: So for example, let's say you start out by guessing 1239, and you get a blinking green, a solid green, a red, and a solid green. That means the 2 and the 9 are right, the 1 goes somewhere other than the first slot, and the 3 is completely wrong. So now you know it's _ 219, because the only other place the 1 can go is where the 3 was, and you don't know the first number. Your next guess would be 4219, which might get you a red and three solid greens. Next you'd try 5219 -- and bang, that's it!
9 of 9: So now it's your turn. Start with 1239 (remember, the last number is always going to be 9) and see what lights you get. You have 5 tries, then the machine resets with a different number and you have to try again. Just keep at it, and you'll get it eventually!