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Prodigy, the no-cost math game where kids can earn prizes, go on quests and play with friends all while learning math. Amazing pets, epic battles and math practice. Prodigy, the no-cost math game where kids can earn prizes, go on quests and play with friends all while learning math. Explore the largest community of artists, bands, podcasters and creators of music & audio.
This lecture explains our final logical operation: the biconditional.Takeaway Points. A biconditional represents the English expression “if and only if.” We represent it with. It is the logical equivalent to the equals sign from algebra. It says that if one part is true, the other is true as well, and if one is false, the other is false as well.
Like the conditional operator, the biconditional operator is notationally redundant. P Q could also be written as (P = Q) ^ (Q = P). Some people use “if and only if” in English as a fancy way of saying “if.” These are not the same thing. Don’t confuse the two, or a logician will judge you.
MESSAGE FROM THE AUTHOR:Hey there! Although I do appreciate you taking the time to read my guide, I strongly urge, if not beg you to only use this if you are truly stuck and have no idea what to do. Half the fun in this stunning free game is solving the problems out for yourself.But if you truly want to use my guide, go ahead, I labelled it in sections so you do not accidently skim over past what you intend to read. CutsceneYou walk up to your friend Sam's house to attend a party she is hosting, you mutter to yourself taken off guard by the size of the party. You walk in, screen fades to white, and you wake up in the home's bedroom.You lazily get out of bed and immediately notice a large framed picture of my waifu Yoko on the opposite side of the bed, with a door to the direct right of the picture.Upon opening the door, you are engulfed in a semi-liquid/gas darkness which fades your screen to black.At this point, you have to follow the glowing blue orb that fails to correctly light up the walls, if you glance behind your character, you will see a wall of the same darkness following you, forcing you to follow the orb.
Save Code: studyAfter the cutscene where you barge through what is arguably an expensive cabinet the thickness of plywood, you are immediately degraded by a talking radio while looking at a framed sign on the roof with the label Save the black pawn. After a dialogue between the main character and the radio, who addresses himself as Vinny, he 'asks' you to locate a mirror, which you will find after he finishes speaking in the room across the radio. After removing the mirror from its place on the wall, you will find absolutely nothing. After further harrassment from Vinny, you are prompted to look at a clock to the right of the radio, assuming you are facing the radio. You will be then prompted to find a key after learning how to crouch by pressing 'C'. You will find the key near the cabinet on the left side on the windows near the base. Take the key and return to the mirror, to find a door in its place.
Save Code: parlorUpon entering an elegant room, you are further harrassed by Vinny telling you to make a choice. At this point, the player learns that his name is Anthony, and another character, Sam, is introduced by the verbally degrading radio, mocking him by calling her his 'girlfriend'.
Vinny the angry radio instructs you to choose a pawn, black or white to fuel the fire. Black representing your desire to survive, white representing your desire for others to survive (in a nutshell).
After choosing your pawn, gather the four pieces of the fire, which are the four paintings scattered around the room. Two behind the radio, and two on the walls of the hallway you entered through.
After gathering all of the items, place them into the fireplace and pull the lever. After Vinny's philosophical comment on your small ♥♥♥♥, a key will drop from a vent directly above the fireplace with smoke the same colour of your chosen pawn billowing out. Take the key to the door to advance to your chosen pawn path.At this point, to avoid spoilers, return to the Table of Contents and choose the marking of the path you have chosen! Save Code: windmillYou awaken in a fitted crate/coffin and was thrown to the bottom of a lake by Vinny and his companion. A cutscene ensues of the main character swimming to the top of the lake, noting the burning landscape around him before getting pimp-handed back to the bottom of the lake by a burning windmill.At this point, you regain control of your character in a blinding room with orange tunnel walls.Immediately turn around and approach the chessboard, note the missing black pieces.Be sure to remember that the black pieces are missing, it will not be relevant to the gameplay.
Upon interacting with the chessboard, you will be taken back to the bottom of the lake, where you are prompted to break the spacebar to swim to the surface. Upon surfacing, you will hear Vinny the angry radio and his companion debating on whether or not you are still alive.Once you regain control of your character, immediately turn right and start crawling. Press 'E' when prompted to on your screen or you will blackout. Crawl into the clearing and follow the stone path until your screen fades to black, and you appear on your feet. Stumble along, still following the path and soon you will be greeted by 3 swirling vortexes of darkness.
Immediately turn around and quickly stumble along a new path that opened. Keep following the stone path until it transitions into a dirt footpath, your screen will soon blur to the point of it becoming impossible to identify anything aside from colours.
Remain on the dirt path (it's brown incase you forgot) to the best of your ability and your character will soon give in and tumble down into the next zone. Save Code: houseUpon awaking on the floor of a seemingly abandoned home, you should immediately note that it is infact, dark. Leave the room you wake up in and make a U-turn. Approach the lit table with a plaque and a jug of 'water'. Upon drinking the water, backtrack and enter the room that was previously locked. You will enter a room with three different openings. A descending flight of stairs, a locked ascending flight of stairs, and a sideroom.
Immediately descend the flights of stairs down to the bottom floor, which has iron grates for flooring alongside wood.You have two rooms you can approach in any order. The room directly ahead consists of a plaque and a lever with four candles on the floor. The room to the side leads to a room mostly empty except for an item you can interact with called 'safe picks'. The 'safe picks' place a marker on the safe dial to make it easier to view where to align the marker. In any order, collect the 'safe picks' and activate the lever multiple times. Do it enough times and you will earn an achievement.
Ascend the stairs once again, this time, you will notice that the ascending stairs is unlocked. Walk up to the record player and stop the music as well as take the paper, which has three numbers imprinted on it.Once you descend the stairs, the music turns ominous and a light will appear on your right, avoid this light at all costs, it is Vinny and his companion chasing after you with loaded guns.Immediately disaknowledge it and dash for the sideroom, which should be the doorway on the left upon leaving the room with the record player. Ascend the flight of stairs on the right, you should now be safe from your attackers.
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Jump through the empty bed frame and turn left and pick up the 'Eye' from the basket, shaped like a Chaos Emerald. You are now granted a more advanced zoom via right-click. Turn around and crouch through the hole directly infront of you with the bedframe on your right.Follow the linear path until you enter a hallway with a gate directly ahead and a room to the side.Enter the room to the side of the gate and you will find a room with a safe. Using middle-click, pull out the paper and read the three numbers.
Approach the safe and open it using the three numbers, the numbers are 20, 60, and 0. Turn the locks in this order:CW to 20. Left-click.CW to 60.
Left-click.CCW to 0. Left-click.Once the safe is open, with absolutely nothing inside, the gate in the hallway outside will be open for you to leave. Upon entering the hallway, start sprinting. A flashlight will beam towards you as Vinny and his companion chase you through the hallway filled with conveniently placed logs of timber to the very end and into the next zone. Save Code: basementUpon recovering from your daring escape, you are in a room with an opening directly below you. Descend down that hole and walk through the hallway.
In the hallway there are two rooms, one with a lever, and another room at the end of the hall. Ignore the room with the lever for now and walk to the one at the end of the hall, experiencing temporary nausea as you do so.
You will then be taught how to throw boxes an astonishinly large distance of half a foot. Using this new knowledge, remove all the boxes covering the doorway and enter the next room. There is a doorway on the left as well as a short door with light coming through the hole above the doorframe. Use your newly mastered box powers and stack boxes to hop over the doorframe onto the other side. You will then gain a flashlight. Proceed further through the snaking boxes until you find a blue gem. Pick it up and backtrack back over the doorframe.Walk through the doorway on your immediate left upon hopping over the doorframe and walk through it.
In that room, you will find a gate with a lever as well as a small room. Enter the small room and make a note of the closet in the corner. You have the ability to hide inside that closet, keep that in mind. Approach the gate and flick the lever, the music will change and flashlights will illuminate the area past the gate. Run back into the small room and hide in the closet. You will hear a conversation between Vinny and his companion as they search for you. After the music fades away, you are safe to come out of the closet leave your hiding spot.
On the table infront of you, they left behind a lever. Pick it up, as it will be important later on.After your Amnesia/Outlast/Whatever moment, walk through the gate you just opened and ascend the stairs.
Take a left again and ascend a flight of stairs, once again. Upon reaching the top floor, you will notice a gate with a missing lever. Place the lever back in place and open the gate. The gate will then be basked in light and open. Ascend the stairs ONCE AGAIN and you will find two locked gates on the left and right of the room. Pull the lever on the gate on the right, the lights should flicker and then remain off. Return back to the lit doorway and approach the lever on the opposite side of the one you placed.
This lever is linked to the left gate on the top of the stairs. Immediately toggle the lever and SPRINT back up the stairs and into the left gate.There are multiple ways to get into the console room suggested by the community in the comments below. I will list them all here.
Face the stairwell so you can hit 'E' and immediately sprint without having to turn around. Drag a box from the lower levels (hold it backwards going up stairs) and place it infront of the console room as a stepping stone over the gate.Once you make it past the gate (may take numerous tries) and enter the room, you once again meet a lever missing its handle. Enter the doorway on its right and activate the lever in that room. You should fall into the trapdoor and break your ankles on the boxes below. But don't worry, there is no health system in this game so you can walk fine. You will notice you have fallen back into the room where you have first learned your art of box throwing. Return back to the room with the two gates, the same place where you find the trapdoor, but this time, you will notice that the gate on the right is open and lit.
Enter that room and pick up the pink gem. Once you have both gems, return back to where you started, descending stairs until you get back into the starting hallway.
This is when you will approach the room with the lever. Enter the room and pull the lever, if you turn around, you will notice a wooden wall has covered the door and two cogs have appeared in the wooden wall. Place both gems into the cogs and turn around. The wooden wall next to the lever should reveal a system arguably from Aperture Science bring you a purple gem. Take the gem, pull the lever again, and leave the room.Upon leaving the lever room, turn left into the doorway once again, but this time, you will notice the door with a large cog and two crates has been lit.
Flick the lever and the cog will smash the boxes. Flick the lever again to stop the cog, and at this point, you can crawl under the cog into the next room. Save Code: basementpart2In the following room, you will notice a wooden door with a lever and on the left there is a window with indented ledgings. There, you will find the missing lever to the room on the top floor with the timed lever access.Be sure to read the note, as it will tell you the number of times you need to flick the lever. Take this lever up to that room and reconnect it to its base.
Before flicking the lever, keep a note of the location of the escape gate, which is directly in the upper left corner of the room, assuming you are facing the console lever.With its location in mind, pull the lever 5 times, as stated in the note. Count the number of times you pull based on the number of times it descends, as the lever comes back up by itself. Around the third pull, Vinny and his companion will find you, but keep pulling that lever until you reach 5. On that fifth pull, make a mad dash for the escape gate and follow the spinning cog that will plow through all objects in its path.The spinning cog will move past a hole in the tunnel, run through the hole and you will enter a large room with 3 doors.
Two of them are locked doors and one is a gate with a cog panel connected to it. Place the purple gem inside the cog and run through the gate. Keep running through the open doorways and do your best to see through the nausea you will experience. Not only is it a reference, but its also close to the exact speed to how fast you slammed your face into the same familiar plywood furniture once again.Upon entering a familiar room, you are once again harrassed by the friendly neighborhood Vinny the angry radio. But don't fret, all you have to do here, is listen to the rant and exchange of elegant swearing between the two characters and proceed back to the parlor the same way you did last time.Once you are back in the Parlor, do the exact same thing you did with the previous pawn, except using the pawn you have not used before as the sacrafice, which will drop the white key with white smoke coming out of the vent this time.And off we go, the White Pawn path!
Save Code: whitepawnYou reappear back in the Study. But this time, the radio has a post-it note attached to it labelled 'Turn Me On' ( ͡° ͜ʖ ͡°). Upon interacting with the radio, there is sexual harrassment between Vinny and the main character, Anthony. Soon after, he immediately tells you to name something sweet that bees make. When he starts counting down, quickly type 'honey' to avoid getting shot.
Out of kindness, Vinny then uses his magical radio powers to fabricate a key directly infront of the radio for you to pick up and use on the white door that replaced the plywood furniture thing. Save Code: topsyturvyYou appear in a rather elegant, if not beautiful room with a radio. You hear Sam's voice over the radio. At first, she does not recognize you, and after you clear up the confusion, you can hear audible giggling in the background of the radio, where Sam hushes them. Vinny then butts in and cuts her off, taking control of the radio and then forces you to sacrafice yourself by drinking this quicksilver-like fluid, I guess. After draining it in a single slurp, Vinny goes inception and the room begins to spin, very similar, to the scene in Inception.
The room should have rotated onto the roof with four pockets of darkness directly diagonal of the chandelier. After the conversation between you and Vinny, jump into a pocket of darkness, where another dialogue betweem Vinny and you will ensue, to where you are transported into the next area after Vinny revokes your voice. Save Code: parkUpon spawning, you should be facing darkness. Turn around and you will be greeted with a park with a setting that appears to be mid-autumn. Walk to the center of the park and your screen will blink black with white text asking to speak to you.
The clock will then ask if you were millenial, answer 'yes' again. On a bench to the left of the center of the park rests a small clock, walk up to it. After responding to the clock's questions, it will ask you to find a blue flower surrounded by red.
Facing the clock, immediately turn right into the ring of red flowers, with a blue flower in the middle. The clock will then ask 'Where is it?' Respond with 'here' while standing in the middle. The clock will then ask you to determine whether the flower was cast away or admired. Both answers can be given. Stating 'cast' will have the blue flower remain there.
Stating 'admired' will replace the blue flower with a water fountain.After the dialogue, a sheet of paper with the words 'Trash talking are we?' Imprinted on it, restating Vinny's statement before you lost your voice, will appear. It will appear on the fountain edge if you chose 'admired' and near the blue flower if you chose 'cast'. Run around the park and interact with each trashcan you find, where you choose to stick your head into the trashcan. Eight of the trashcans can be found following the path, with a ninth trashcan found on the West side of the park, assuming you are facing North when entering the park. A scene will appear and shortly after a word will appear on screen for every trashcan you stick your head into. There is a total of 9 trashcans which should spell out the message:'I have to find some of that Vitamin D'At this point, you have to find the picture of a sun.
You can find this picture in a large tree on the West side of the park, assuming you are facing North when entering the park.Zoom in on the picture and you will be told 'Find the path below me'. Walk to the brick wall closest to the tree and walk along the wall until you come across an indent in the wall which leads to a winding path to a tree with a chair and a bin.For an achievement, sit in the chair and look up to find an amusing gif of a frog loop.
The achievement has been removed. Exit the chair then stick your head in the trashcan. Upon reappearing back in the brick maze, sit back in the chair. Then get back up and just simply follow the path given to you to the end, although the path is constantly shifting from dead-ends to viable pathways, just run with the program and work with it and stick your head in every trashcan you come across. After all of that stuff happens, after breaching the brick box you were confined in, there is a small gap where you have to crouch under to reach the other side.
On the other side there is a swirling mass of darkness, but this time, you do not run away from the darkness, but instead you run up to embrace it. Save Code: blindAfter being submerged in darkness, your vision should recover to see an oddly lit blue hallway with a slot machine at the end. Run up to the slot machine to have Vinny once again harrass the player.
After he is finished speaking, immediately turn around and run back the way you came. You will notice a white door that was not there before. Open the door and you will find a rather comfortable setting with a relaxer and a fireplace. Approach the table infront of the relaxer and take the light. After doing so, the setting will vanish and a post-it note will appear on the doorframe you entered through that reads 'Right' while on the opposite side, reads 'Left'.
Assuming you are on the doorframe that reads 'Right' stand underneath the doorframe and sprint forward for 2 seconds then turn right. You will notice a sliver of white that is the door you have to proceed through.Upon opening the second door, you have to ascend winding steps to the top, where you then have to hop from painting to painting up to the top onto another warm, comfortable setting which you have to take the light from.
Upon doing so, the setting will vanish and you will fall back to the doorframe, where a sheet of paper with instructions on how to get to the third door awaits.Upon reaching the third door, crawl through the fireplace and you will enter a rather confusing setting filled with cabinet/bookshelf hybrid things. Follow the path given and you will notice a white door, upon interacting it will do nothing. Follow the path further and you will immediately be cut off by the cabi-shelf things. Another path will reveal for you to find two notes with a key and 8 white pawns.The notes read:'If the door wasn't an answer then silence is key'The clock only forgives 8 sacrafices, then you die'Take your pawns and immediately go back to the hell fireplace that you crawled out of. Sacrafice one of your pawns. Following the first note where 'silence is key', crouch and waddle your way back to the door, past it, and into the study. Should you fail by getting out of crouch too early to failing to crouch, you have to start over again back at the fireplace.
Once you get close enough to the desk, get up and collect your gold coin. The setting will vanish and you have the coin you need to place into the slot machine. Your screen will fade to white and another dialogue between Vinny and Anthony once again ensues. Save Code: immensityAfter free-falling onto a floating landscape of pillars, revolver in hand, you should notice multiple green vases lying around.This is where things get complicated. Do you need these instructions?Absolutely not.
Save Code: whatithinkofyouYou will fall into a map filled with green vases with four grandfather clocks at the four cardinal points with a revolver in hand. Assuming you spawn facing North, walk North and infront of the clocktower is a trashcan that you can do the most iconic feature of the game, stick your head in. Once you do the holy deed, a key should appear on the ground in its place that you can pick up.You will get this hilarious glitch where once you start sprinting, your revolver comes back although it was replaced by a tommy gun upon retrieving the key. You become the greatest dual-wielding man in the world.After retrieving the key, turn 180 degrees around and sprint towards the South clocktower. There should be a green vase that is tipped over. Run to it and shoot it from pointblank, since there is an invisible box preventing shots from a distance.Once you do that, you beat the White Pawn path and reached the end of the game!For the sake of spoilers, I will not reveal the ending here, but if you are following this guide, you will find it out soon enough.Thanks for reading!
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