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Walkthrough

by DetroitDJ

-------------------------------------------------------------------------------
                ____                    ____     __               
               / __/_ _____  ___ ____  / __/__  / /  _____ _______
              _\ \/ // / _ \/ -_) __/ _\ \/ _ \/ / |/ / -_) __(_-<
             /___/\_,_/ .__/\__/_/   /___/\___/_/|___/\__/_/ /___/
                     /_/  
        ____        __                        __                       __
       / __ \__  __/ /_____  __  ______ ___  / /_  ___  ________  ____/ /
      / / / / / / / __/ __ \/ / / / __ `__ \/ __ \/ _ \/ ___/ _ \/ __  / 
     / /_/ / /_/ / /_/ / / / /_/ / / / / / / /_/ /  __/ /  /  __/ /_/ /  
     \____/\__,_/\__/_/ /_/\__,_/_/ /_/ /_/_.___/\___/_/   \___/\__,_/ 


                 |    The Master of Mischief is planning    |
                 |   to take over the Shady Glen TV (SGTV)  |
                 |    station and is hiding out in one of   |
                 |   the rooms. You must find his hideout   |
                 |         and stop him by midnight!        |


\                     /\_____________________________/\                       /
 \                   / /                             \ \                     /
| |-----------------| |       Table of Contents       | |-------------------| |
 /                   \ \_____________________________/ /                     \
/                     \/                             \/                       \

                    Section                   Search Code
                    -------                   -----------
                    The Particulars . . . . . . . . [TPA]
                     - Game Release Data. . . . . . [GRD]
                     - FAQ Version History. . . . . [VHI]
                     - Game Summary . . . . . . . . [GSU]
                     - Game Controls. . . . . . . . [GCO]

                    Walkthrough . . . . . . . . . . [WLK]
                     - Starting the Game. . . . . . [STA]
                     - Game Objectives. . . . . . . [GAM]
                     - Using the Decoder. . . . . . [DEC]
                     - Navigating the Station . . . [NAV]
                     - Finding Door Codes . . . . . [DRC]
                     - Finding the Secret Code. . . [SCC]
                     - Confronting the Master . . . [CNF]
                     - Winning the Round. . . . . . [WNR]
                     - Leveling Up. . . . . . . . . [LEV]
                     - Winning the Game . . . . . . [WNG]

                    The Three C's . . . . . . . . . [CCC]
                     - Copyright. . . . . . . . . . [COP]
                     - Credits. . . . . . . . . . . [CRE]
                     - Contact Information. . . . . [CON]



\                     /\_____________________________/\                   [TPA]
 \                   / /                             \ \                     /
| |-----------------| |        The Particulars        | |-------------------| |
 /                   \ \_____________________________/ /                     \
/                    |\/                             \/|                      \
\                    |/\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\|                  [GRD]
 \                   / /                             \ \                     /
| |                 | |       Game Release Data       | |                   | |
 /                   \ \                             / /                     \
/                     \/                             \/                       \

                                Genre : Educational
                            Developer : The Learning Company
                            Publisher : The Learning Company
                               System : PC, DOS, Mac
                       Official Title : Super Solvers: OutNumbered!
                         Release Date : Unknown, 1989
                          ESRB Rating : N/A

Super Solvers: Outnumbered! is an educational computer game designed and
published by The Learning Company and released in 1989. It is the second game
in their Super Solvers series, following Midnight Rescue. It is actually built
on the same engine as Midnight Rescue, which is reflected in the extremely
similar nature of the two games.

The game's primary intention is to teach children the basics of mathematical
thinking and general problem solving. The game involves several short-form
puzzles that must be completed, and also provides an aspect of long-term
thinking. In addition to these educational aspects, the game provides plenty of
gameplay themes that keep the game fun and engaging to children.

This game is not widely played anymore, but the lessons it has to teach are
still very valuable; the Super Solvers series remains one of the best examples
of true educational gaming. In writing this guide, I hope to encourage people
to check out this relic of a past era and perhaps use it to teach these same
lessons to a new generation of students.


\                     /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\                   [VHI]
 \                   / /                             \ \                     / 
| |                 | |      FAQ Version History      | |                   | |
 /                   \ \                             / /                     \
/                     \/                             \/                       \

Version 1.0.1 : A note on the fact that Outnumbered is actually built on the
              : same engine as Midnight Rescue, and some minor formatting
              : tweaks.
              : File Size: 43KB, 42450 characters, 4979 words, 14 pages

Version 1.0.0 : This guide now exists. It didn't used to. All great guides
              : start this way.
              : File Size: 41KB, 40187 characters, 4923 words, 14 pages


\                     /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\                   [GSU]
 \                   / /                             \ \                     /
| |                 | |          Game Summary         | |                   | |
 /                   \ \                             / /                     \
/                     \/                             \/                       \

The dastardly Master of Mischief has taken over the Shady Glen Television
Station! But he's not just sitting around in the middle of the station, he's
locked himself in one of the rooms. There are several rooms, and you can only
open one.

Fortunately, each door he might be hiding behind has a 4-symbol code on it. By
solving puzzles and answering problems presented around the station, you can
find out one-by-one what the symbols are for the correct door. Once you've
figured it out, you can confront the Master of Mischief at the right place and
stop his devious plan -- but only for today!

Be careful, though! Wandering the television station is the Master of
Mischief's motorized minion (say that five times fast) Telly, and if he catches
you you'll lose valuable time! You only have 9 minutes to catch the Master of
Mischief in the act, so don't waste any time! Hurry and find the Master of
Mischief!


\                     /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\                   [GCO]
 \                   / /                             \ \                     /
| |                 | |         Game Controls         | |                   | |
 /                   \ \                             / /                     \
/                     \/                             \/                       \

                                  Up Arrow:
                   Jump over Telly's attacks; enter doors; 
                   enter the elevator; approach a machine.

Left + Up:                           [^]                            Right + Up:
Flip left over Telly or LiveWire.            Flip right over Telly or LiveWire.

Left Arrow:                 [<]             [>]                    Right Arrow:
Move your character left                              Move your character right
on the main screen.                                         on the main screen.


[TAB] Open up the Decoder screen         [SPACEBAR] Use your 'zapper' on Telly
      when on the main navigation                   or LiveWire while facing
      screen.                                       them.

           [F1]                      [F2]                      [F3]
    Open the Help menu.       Open the File Menu.     Open the Options menu.



\                     /\_____________________________/\                   [WLK]
 \                   / /                             \ \                     /
| |-----------------| |          Walkthrough          | |-------------------| |
 /                   \ \_____________________________/ /                     \
/                    |\/                             \/|                      \
\                    |/\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\|                  [STA]
 \                   / /                             \ \                     /
| |                 | |       Starting the Game       | |                   | |
 /                   \ \                             / /                     \
/                     \/                             \/                       \

When you first open the game, you will be greeted with intro screens describing
the Master of Mischief's plan, then taken to the Club Member Sign-In screen. If
this is your first time playing, select New Member and press Enter.

Type your name in the box to sign-in; you will then be presented with a choice
between a "Regular Game", a "Customized Game" and a "Customized Drill for
Skill" game.

The chances are what you're after is the Regular Game. The other two options
are Customized Game and Customized Drill for Skill game.

The Customized Game allows you to select the types of problems that will be
presented throughout the game. You can use this type of game to make the normal
gameplay easier or harder.

In setting up a Customized Game, you'll assign choose the types of problems 
that show up at each of 4 difficulty levels. Higher difficulty levels appear
later in the game, making the game more challenging.

In the Customized Game, you can modify the following options:
  - Types of Problems: Addition, Subtraction, Multiplication and Division. By
    default, Addition and Subtraction are selected for all four levels, while
    Multiplication and Division are selected for the latter two.

  - Numbers Used in Drill Problems: Numbers 0 through 12 can appear in the math
    problems in the game, and you can choose which numbers you want to appear
    at each level. For an easier game, choose only lower numbers; for a more
    difficult game, choose higher numbers. By default, 1 through 5 are 
    selected for Level 1; 1 through 6, 8 and 10 are selected for Level 2; 1
    through 10 are selected for Level 3; and 1 through 12 are selected for
    Level 4.

  - Format of Drill Problems: You can also choose what types of problems you
    would like presented, in one of these three formats: 3+5=?, ?+5=8, and
    3+?=8. Problems involving question marks on the left side are harder than
    those with the question mark only on the right. By default, only the first
    kind is selected for Levels 1 and 3, while all three kinds are selected for
    Levels 2 and 4.

After selecting from the above options, the game continues as normal.

The third game type is the Customized Drill for Skill game, and it does not
play like the standard game. In this mode, you are simply presented rapid-fire
math problems from Telly.

Prior to starting the Customized Drill for Skill game, you can select the
number of problems to be presented, as well as all of the options mentioned
above for the Customized Game. You will be presented problem set after problem
set until you choose to quit.

This walkthrough is for the Regular or Customized Game; both play identically
aside from the problem difficulties varying.


\                     /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\                   [GAM]
 \                   / /                             \ \                     /
| |                 | |        Game Objectives        | |                   | |
 /                   \ \                             / /                     \
/                     \/                             \/                       \

At the beginning of the round, you'll find yourself in the middle of the TV
station. In the TV station, there are several rooms divided onto two floors.
In each room there is a locked door with a four-symbol combination on it. 
Behind one of these doors is the Master of Mischief. Your goal is to find what
door he's behind before the clock strikes midnight.

Every round begins at 9:00PM and lasts 9 minutes, meaning that 20 game minutes
pass every minute, or 1 game minute passes every 3 seconds.

You can only choose one room to accuse the Master of Mischief of being in, so
instead of guessing blindly you'll have to find some clues. You'll need two
pieces of information in order to find what room he's in: the door codes for
the various rooms around the station, and the "Secret Code" for the correct
room. With these two pieces of information, you can match the door code to the
proper room and successfully catch the Master of Mischief!


\                     /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\                   [DEC]
 \                   / /                             \ \                     /
| |                 | |       Using the Decoder       | |                   | |
 /                   \ \                             / /                     \
/                     \/                             \/                       \

Your decoder is essentially your notepad for the game. It stores two pieces of
information:
  - Door Codes: these are the codes for various rooms around the station.
  - The "Secret Code": this is the code that is on the room that the Master of
    Mischief is in.

There are three buttons across the bottom of the Decoder -- the left and right
arrow keys scroll between these three buttons. The far left button, labeled "TV
Station", takes you back to the main game. The far right button, labeled
"Decide", lets you choose what room the Master of Mischief is in. To use this
button, first use the up and down arrow keys to choose what room you believe
he's in, then use the left and right arrow keys to select Decide and press
Enter.

The middle button is the Match Rule button. This button tells you how the
Secret Code matches the Door Code. When you're early in the game, it'll tell
you that the Secret Code and the Door Code match exactly - same symbols, same
order. Later in the game, though, the Secret Code will be given in a different
order from the Door Code. Here, you're looking for which Door Code has all four
symbols, though they may not be in the same order as the Secret Code.


\                     /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\                   [NAV]
 \                   / /                             \ \                     /
| |                 | |     Navigating the Station    | |                   | |
 /                   \ \                             / /                     \
/                     \/                             \/                       \

Control-wise, navigating the station is simple: press the Left arrow key to
walk left, press the Right arrow key to walk right, and press the Up arrow key
to approach doors, elevators or machines.

Your objective in each round is to discover what room the Master of Mischief is
hiding in by obtaining the Door Codes for each of the five rooms in the station
and the Secret Code that tells you which Door Code is the one holding the
Master of Mischief.

As you navigate through the Station, you will encounter five things in the main
hallways:
  - Station Room Doors: these doors contain the puzzles for you to solve, as
    well as locked doors that the Master of Mischief may be hiding behind.
  - Elevators: these elevators are at either end of each floor, and simply take
    you to the other floor -- there are only two floors in the building.
  - Recharge Machines: these machines allow you to recharge your zapper. Your
    zapper is used to attack the two items below, and its energy level is shown
    in the status bar at the bottom right of the screen. If the energy is gone,
    you cannot use the zapper. To recharge it, simply position yourself in
    front of a Recharge Machine and press Up.
  - Telly: one of the Master of Mischief's minions, Telly will randomly walk up
    to you in the hallways. He'll zap you if he gets too close, forcing you to
    lose time. To defend yourself, face him and press Spacebar. This should
    neutralize him and bring up some math questions; check the Finding the
    Secret Code section for more info on him.
  - LiveWire: this is the Master of Mischief's other minion. He/she/it is just
    a small wire that runs along the floor. You can jump over it by pressing
    Up and Left or Right, but the only way to neutralize it is to hit it with
    your zapper.

Below you'll find a map of the station, to use so that you can pay attention to
what rooms you've been in and where the nearest recharge machines are to your
current location.

Key:
_____
\   /
 \ /   -- These are potential charger locations. The charger location is random
  V       for each round.

Top Floor:

   Elevator           Cartoon     Equipment      Sound             Elevator
    ___ ___   _____     ___   _____  ___          ___      _____    ___ ___
   |   |   |  \   /    |   |  \   / |   |        |   |     \   /   |   |   |
   |   |   |   \ /     |   |   \ /  |   |        |   |      \ /    |   |   |
___|___|___|____V______|___|____V___|___|________|___|_______V_____|___|___|___

Bottom Floor:

   Elevator            News     Starting Spot    Game              Elevator
    ___ ___   _____     ___           |           ___    _____      ___ ___
   |   |   |  \   /    |   |          |          |   |   \   /     |   |   |
   |   |   |   \ /     |   |          V          |   |    \ /      |   |   |
___|___|___|____V______|___|_____________________|___|_____V_______|___|___|___


\                     /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\                   [DRC]
 \                   / /                             \ \                     /
| |                 | |       Finding Door Codes      | |                   | |
 /                   \ \                             / /                     \
/                     \/                             \/                       \

As stated above, half of each round goes to finding Door Codes. Finding Door
Codes is simple: in each of the five rooms around the station, there are three
puzzle machines. For a single round, one machine will be active in each room.
To obtain Door Codes, simply go to each room and approach the puzzle machines
(along the back wall) until one of them activates. Solve the puzzle and the
Door Code for the locked door in that room will be added to your Decoder. At
higher levels, you'll have to solve more than one puzzle per room.

It's good to remember that it is not always necessary to find all five Door
Codes. Once you have the Secret Code (described in the next section), you can
solve the round as soon as you find a Door Code that matches the Secret Code --
so, keep checking your Decoder throughout the round.

Each of the five rooms has three machines, though only two in each room can
actually present a puzzle. Each of these ten total machines has a unique type
of puzzle. The game clock will stop while you complete these puzzles.

For most of these, an on-screen calculator is also available. The objective
here is to teach problem solving skills, not simple arithmetic. You can use the
four simplest mathematical operators (addition, subtraction, multiplication,
division). After every equation, you must press = before introducing another
number, or submitting your latest solution as your answer.

When the answer you want to submit appears in the box, press Enter. If it is
correct, you'll receive the Door Code; if it is incorrect, you'll get another
chance.

The fifteen problem types are listed below, along with what room each type 
occurs in:

Game :
   First Machine : With this problem, you're given four prizes (labeled A, B, C
                 : and D) with four associated price tags.
                 : 
                 : Typically in this problem, you'll be asked to sum together
                 : multiple prizes, subtract one prizes from another, or add
                 : or subtract one prize's value from some other value.
                 : 
                 : The teaching objective here is to show students how to find
                 : information from a non-traditional diagram.
                 : 
                 : Sample Question: "The prize game is over and the total value
                 : of your prizes is $568. But I like Prize A and am not going
                 : to let you have it! What is the total dollar value of what
                 : you have left?"
                 : 
                 : To solve this question, you'd subtract the value of Prize A
                 : from the total value of your prizes.

  Second Machine : With this problem, you're using a "spinner" with numbers
                 : around the border. In the center is a number that represents
                 : some past results from spinning the wheel, such as the
                 : current score or the value of the previous spin.
                 : Additionally, one of the 10 arrows is lit up, showing what
                 : the current spin is.
                 : 
                 : Most often, the questions will revolve around subtracting
                 : one spin from another, adding the results from multiple
                 : spins, or determining what the person needs to spin on the
                 : next spin in order to get a certain number of points.
                 : 
                 : The teaching objective here is to show students how to find
                 : information from a non-traditional diagram.
                 : 
                 : Sample Question: "Joseph, Adam and Emily had one spin.
                 : Joseph went first and got 183. Emily did the last spin and
                 : Adam spun this spin. How many points will the 3 players get
                 : in all?"
                 : 
                 : To solve this question, you'd add the value of Joseph's spin
                 : -- given in the problem -- to the value of Emily's and
                 : Adam's spins, which are shown on the wheel.

Sound :
   First Machine : In this problem, you're given three sliders displaying three
                 : different values -- a 100s digit, a 10s digit and a 1s
                 : digit. These together form a 3-digit number
                 : 
                 : In these questions, you'll usually be asked how changing the
                 : overall value by a certain amount affects a certain digit.
                 : 
                 : The teaching objective here is to force students to think
                 : about a standard addition or subtraction problem in a
                 : non-traditional way, focusing on the impact on one specific
                 : digit and isolating that part of the problem. It's possible
                 : to solve these problems by simply doing the larger math
                 : problem, but the intent is to think about the problem
                 : differently.
                 : 
                 : Sample Question: "The harpsichord plays while Artsy Art
                 : weaves beautiful mats. To make it slightly louder, I'll
                 : increase its volume by 173. What will be the new reading on
                 : the 10s control?"
                 : 
                 : To solve this question, look at the 10s and 1s digit. First,
                 : you know you'll be increasing the 10s digit by 7 initially.
                 : Then, look at the 1s digit. If adding the 3 to the ones
                 : digit pushes it beyond the top (if the 1s digit was 7 or
                 : more initially), you know that you'll then be adding one
                 : more to the 10s digit because the 1s digit carries over.
                 : Finally, check if raising the 10s digit by this amount
                 : would push it to 10 or above. If so, subtract 10 from the
                 : value to find the final answer -- this accounts for carrying
                 : the 10 over to the 100s digit.

  Second Machine : In this problem, you're given a chart with three columns.
                 : The far left column lists the name of 8 songs and the two
                 : right columns list the number of request calls each song got
                 : during a specific amount of time, or the number of weeks a
                 : song has been on the chart.
                 : 
                 : Usually these questions will involve determining how many
                 : calls multiple songs got in total, how many more calls one
                 : song got compared to another, and how many calls a song
                 : actually got considering some new information.
                 : 
                 : The teaching objective here is to show students how to
                 : interpret items in a chart.
                 : 
                 : Sample Question: "Jumping Julie asks, 'How many more calls
                 : were there last month for GO GO SHOP than there were this
                 : week?' What is the correct answer?"
                 : 
                 : To solve this question, you'd find how many calls GO GO
                 : SHOP got last month and this week and subtract.

Equipment :
  Second Machine : In this problem, you're given a chart with four columns. The
                 : first column gives the names of several items, while the
                 : other three columns give various pieces of information about
                 : those items: the Quantity on Hand, Days Used and Cost per
                 : Item.
                 : 
                 : Usually these questions will require you to add or subtract
                 : a quantity from the quantity on hand, calculate the cost for
                 : some new items, or find if some new items can be afforded.
                 : 
                 : The teaching objective here is to show students how to
                 : interpret items in a chart, and use multiple pieces of
                 : information from a single row together.
                 : 
                 : Sample Question: "If Fleo the Clown takes 70 wigs from the
                 : equipment room for his show this week, how many wigs will be
                 : left?"
                 : 
                 : To solve this question, you'd find the number of Wigs that
                 : are currently in the equipment room and subtract 70.

   Third Machine : In this problem, you're given a chart with two columns,
                 : showing several items and the quantity of each item that is
                 : currently available.
                 : 
                 : In these questions, you'll typically be asked to add or
                 : subtract a value to one of the listed values, combine
                 : multiple listed items, or subtract one item from another
                 : item.
                 : 
                 : The teaching objective here is to show students how to
                 : interpret items in a chart, and discriminate between
                 : different types of items.
                 : 
                 : Sample Question: "I found 67 fancy lace collars and 34
                 : old-fashioned stiff ones. The others in stock are for
                 : clowns. How many clown collars are there?"
                 : 
                 : To solve this problem, you'd find the total number of
                 : collars, then subtract 67 and 34 from that value.

Cartoon :
   First Machine : In this problem, you're given a line graph showing one or
                 : more lines representing one or more different values over
                 : time.
                 : 
                 : In these questions, you'll typically be asked to find the
                 : difference between the lines, the total difference between
                 : the lines over a certain time period, or the change in a
                 : line from a specific time to another specific time.
                 : 
                 : The teaching objective here is how to interpret a line graph
                 : with more than one line.
                 : 
                 : Sample Question: "On Tuesday of Sing-a-Song Week, how many
                 : more seconds of silly songs than nursery rhymes were used in
                 : the cartoons that were shown?"
                 : 
                 : To solve this question, you'd find the points for Tuesday
                 : and subtract the nursery rhymes value from the silly songs
                 : value.

   Third Machine : In this problem, you're given four tapes with four different
                 : lengths in feet.
                 : 
                 : In these questions, you'll usually be asked to compare tape
                 : lengths, sum multiple tapes together, or replace a value and
                 : work based on that.
                 : 
                 : The teaching objective here is to show students how to pull
                 : information from a non-traditional diagram.
                 : 
                 : Sample Question: "Wally the Weekend Wanderer will show
                 : videos of the beach -- Tapes B and A on Saturday and Tape C
                 : on Sunday. How many feet of tape will he be showing on the
                 : weekend?
                 : 
                 : To solve this question, you'd find the lengths of tapes A,
                 : B and C and sum them all together.

News :
   First Machine : In this problem, you're given a bar graph. The information
                 : presented varies from problem to problem.
                 : 
                 : Typically in these questions, you'll be asked to sum the
                 : values of multiple columns, subtract one column from
                 : another, or some combination of both.
                 : 
                 : The teaching objective here is to show students how to read
                 : a bar chart.
                 : 
                 : Sample Question: "What is the total number of millimeters
                 : (mm) of rain that fell the first three years covered by the
                 : chart?"
                 : 
                 : To solve this question, you'd find the first three columns,
                 : find their values on the left axis, and add the numbers.
                 : Remember, if a bar comes up to a line that is between two
                 : numbers on the left, then its value is exactly between the
                 : value displayed above and below.

  Second Machine : In this problem, you're given a map displaying information
                 : about different cities around the United States.
                 : 
                 : Typically in these questions, you'll be asked to compare
                 : the values of two cities, add them together, or add or
                 : subtract another value from one of the cities' values.
                 : 
                 : The teaching objective here is to show students how to pull
                 : information from a non-traditional data display, and to
                 : discriminate between data they need and data they do not
                 : need.
                 : 
                 : Sample Question: "Telly's friends who live in Fremont,
                 : Houston and New York went to a robot ranch. How many friends
                 : in all went to the ranch?"
                 : 
                 : To solve this question, add the numbers of friends from each
                 : of those three cities together.


\                     /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\                   [SCC]
 \                   / /                             \ \                     /
| |                 | |    Finding the Secret Code    | |                   | |
 /                   \ \                             / /                     \
/                     \/                             \/                       \

The Secret Code is obtained one symbol at a time from the Master of Mischief's
mechanical minion, Telly. Telly will randomly spring up while you're wandering
the halls and rooms of the Station -- zap him with your zapper and sometimes
(if he was blinking red) he'll start presenting you with math problems.

For each problem, input the right number that belongs where the question mark
(?) is, then press Enter. Do these as fast as possible without making a
mistake -- the game clock is still running while you do these.

The number and difficulty of the problems differs based on your current title.
See the Leveling Up section for more information on that.

Once you've answered all the questions correctly, you'll receive one of the
four Secret Code symbols. You can miss one question and still receive one of
the symbols, but if you miss two or more you'll have to catch him again. Do
this successfully four times to obtain the entire Secret Code.

Typically, you'll obtain all the Door Codes before you obtain enough parts of
the Secret Code to solve the round. If this happens, the best way to trigger
Telly appearing more often is to stand near an elevator facing the wall (left
if you're on the left side of the floor, right if you're on the right), leaving
Telly enough room to appear in front of you.

It's also good to remember that there will be times when it isn't necessary to
find the entire Secret Code. If you have all five Door Codes and only one
matches even the first three symbols of the Secret Code, you know that that's
the correct door. The game won't let you choose a Door unless you've collected
either all the Door Codes or the entire Secret Code, though.


\                     /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\                   [CNF]
 \                   / /                             \ \                     /
| |                 | |     Confronting the Master    | |                   | |
 /                   \ \                             / /                     \
/                     \/                             \/                       \

Once you've obtained either all the Door Codes or the entire Secret Code, you
can confront the Master of Mischief. You don't necessarily need both the Secret
Code and all the Door Codes -- if you have the entire Secret Code, you can see
if one of the Door Codes you have matches it. If you have all the Door Codes,
you can see if there's only one Door Code that can still match the Secret Code.
For example, if you see that the Secret Code has a phone, a television and a
lightning bolt as the first three symbols, and you have all the Door Codes and
only one starts with those three symbols, then you don't need to obtain the
fourth symbol.

Once you can be certain that you know what room the Master of Mischief is in,
open up your Decoder. Use the Up and Down arrow keys to select what room he's
in, then use the Left and Right arrow keys to select the Decide button. After
confirming a dozen times that you really are sure, you'll confront the Master.

If you're correct, you've won the round. If you're wrong, the camera will carve
a hole beneath you and it's bye-bye Super Solver. You only get one guess, so
use it wisely!


\                     /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\                   [WNR]
 \                   / /                             \ \                     /
| |                 | |       Winning the Round       | |                   | |
 /                   \ \                             / /                     \
/                     \/                             \/                       \

When you've won the round, the Master of Mischief will give you three point
bonuses in addition to the points you gained during the round by solving
problems. The three bonuses are:
  - Energy Bonus: you'll receive a bonus based on how much energy was left in
    your zapper. It's worth it to recharge the zapper if you're near the
    Recharger before solving to get some extra points -- but don't trek all the
    way across the station for it because then you'll lose points from the...
  - Time Bonus: you'll receive a bonus based on how much time is left before
    midnight. The more time, the better (obviously), so be quick about it!
  - Winning Bonus: you'll receive a bonus just for beating the round. The bonus
    gets higher at higher levels of the game.

After winning a round, you'll be shown the graphic describing your current
Level (check below). After that, you're given the option to play another round,
play another round as a different player, or exit the program.


\                     /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\                   [LEV]
 \                   / /                             \ \                     /
| |                 | |          Leveling Up          | |                   | |
 /                   \ \                             / /                     \
/                     \/                             \/                       \

The more points you get, the higher your Rank will be after each round. There
are eight Ranks:
   Trainee :       0
    Junior :   5,000
    Senior :  30,000
       Pro :  60,000
    Expert : 120,000
    Master : 200,000
  All-Star : 300,000
  Champion : 500,000

Leveling up through the Ranks makes the game more difficult. You might recall
that under the Starting the Game option, I described that there are four
difficulty levels. At Trainee and Junior, you'll be playing at Level 1. At
Senior and Pro, you'll play at Level 2. Expert and Master are Level 3, and
All-Star and Champion play at the top level, Level 4.

As you level up, you'll also have to solve more problems each time you zap
Telly. As a Trainee and Junior, you solve four problems before you get your
Secret Code piece. As a Senior and Pro, you'll have to solve six; Experts and
Masters solve eight, and All-Stars and Champions solve ten.

The game's difficulty also increases a bit more substantially when you hit
Expert level. After Expert, you have to solve both puzzles in every station
room instead of just one. You'll also have a more difficult Match Rule: instead
of the Secret Code matching the Door Code in symbols and order, it only matches
in symbols -- the order may differ, meaning you need to find all four parts of
the Secret Code to really be certain you're correct.

It's not all bad, though -- as you level up, you'll also receive more points in
a given round. Puzzles will give more points and the end-round bonuses will be
much higher.


\                     /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\                   [WNG]
 \                   / /                             \ \                     /
| |                 | |        Winning the Game       | |                   | |
 /                   \ \                             / /                     \
/                     \/                             \/                       \

To "win the game", you must reach the top level of Champion with 500,000
points. Once you've done this, though, nothing really changes -- you're given
a bit of an extra pat on the back, but afterwards you can continue to play
through the Champion level of the game.



\                     /\_____________________________/\                   [CCC]
 \                   / /                             \ \                     /
| |-----------------| |         The Three C's         | |-------------------| |
 /                   \ \_____________________________/ /                     \
/                    |\/                             \/|                      \
\                    |/\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\|                  [COP]
 \                   / /                             \ \                     /
| |                 | |           Copyright           | |                   | |
 /                   \ \                             / /                     \
/                     \/                             \/                       \

Super Solvers: OutNumbered! is a registered trademark of The Learning Company,
a subsidiary of Houghton Mifflin Harcourt. All rights reserved.

This FAQ is the exclusive property of DetroitDJ. All rights
reserved. This FAQ may be freely distributed on any site, in whole or part, as
long as this last section remains intact (all three C's).

The latest version of this FAQ will ALWAYS be located at:
              www.gamefaqs.com/computer/doswin/file/927005/56961

Other sites are permitted to show this FAQ; however, most do not automatically
update, and I only update my FAQs on GameFAQs -- so, if you don't see
something, check that URL to see if there's a newer version.


\                     /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\                   [CRE]
 \                   / /                             \ \                     /
| |                 | |             Credit            | |                   | |
 /                   \ \                             / /                     \
/                     \/                             \/                       \

The Learning Company, for this and several other great games that have become
a part of the childhoods of thousands of students who are just now becoming the
next generation of video game designers.

CJayC, SBAllen and GameFAQs, for this great site.

God, for everything.


\                     /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\                   [CON]
 \                   / /                             \ \                     /
| |                 | |      Contact Information      | |                   | |
 /                   \ \                             / /                     \
/                     \/                             \/                       \

GameFAQs ID: DetroitDJ
E-Mail: [email protected] (please preface all e-mails with [SSO])
AIM/Yahoo!/MSN/GoogleTalk: DDJGameFAQs

To e-mail me, PLEASE preface your e-mail subject line with [SSO] in brackets.
I get a lot of spam, so that will help me sort through it and find your e-mail.
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Please, only e-mail me with questions about this game or other games I've
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