
The Electronics Mini-Game is a puzzle game that teaches players about electrical circuits. In the game, players must rearrange the circuitry on a circuit board to install a device without triggering any alarms. This is done by determining which wires go where and deciding which electronic chips should be installed to allow electricity to flow to the right places. The game is played against the clock, with players having between one and ten minutes to complete the challenge.
| Characteristics | Values |
|---|---|
| Objective | Alter the board so that the paths running into the Phone/Trace chips carry no electricity. Ensure electricity does not pass into the Alarm chips. |
| Gameplay Mechanics | Pick up chips from the circuit board and place them elsewhere to change the flow of electricity. |
| Time Limit | 1 to 10 minutes |
| Circuit Board | Covered with chips and signal traces running across the board and through the chips. |
| Signal Paths | 10 in total, originating from two connector points ("+5V" and "GND") in the bottom-left corner of the screen. |
| Exit Chips | 10 in total, located on the right-most side of the board. Each path ends at an exit chip. |
| Alarm Chips | Marked with a bell symbol. If electricity passes through these chips, the alarm is triggered and the game is lost. |
| Target Chips | Marked with a phone receiver or transmitter icon. |
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What You'll Learn

Understanding the circuit board
The circuit board is covered with chips, and signal traces run across the board and through these chips. There are 10 "Signal Paths" that conduct electricity from one side of the board to the other. These paths originate from two connector points in the bottom-left corner of the screen, marked as "+5V" and "GND". The paths coming out of the "GND" connector are green, indicating they carry no electricity. On the other hand, the paths from the "+5V" connector are red and white, signifying they are carrying electricity.
Each of the two paths from the "+5V" connector splits into five paths, resulting in a total of 10 paths that traverse the board. These paths eventually reach the 10 Exit Chips on the right-most side of the board. Each path ends at one of these Exit Chips, which are marked with symbols indicating their purpose. For instance, chips leading to the alarm are marked with a bell, while those for the phone or transmitter are marked with a phone receiver or transmitter icon, respectively.
The player's objective is to manipulate the board so that the paths leading to the phone or transmitter chips (also known as Target Chips) carry electricity, while ensuring that no electricity reaches the Alarm chips. To achieve this, the player can pick up chips from the circuit board and place them elsewhere, altering the flow of electricity. The player starts with one random "Spare" chip in their hand, which can be exchanged with any chip on the board. This process continues until the player either completes the objective or triggers the alarm.
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Determining the correct wire placement
The "Electronics" mini-game is a puzzle that involves rearranging circuitry on a circuit board to install a wiretap or tracking device without triggering any alarms. The player must determine the correct placement of wires and electronic chips to allow electricity to flow to the right places while avoiding unwanted paths.
To determine the correct wire placement, players should consider the following:
Understanding the Circuit Board
Begin by examining the circuit board. Note the placement of the chips and the signal traces running across the board and through the chips. Identify the connector points, typically marked as "+5V" and "GND." The paths originating from the "GND" connector, indicated by a green colour, do not carry any electricity. In contrast, the red-and-white paths emerging from the "+5V" connector are carrying electricity. These paths will split further, creating multiple paths for electricity to traverse.
Identifying Exit Chips
On the right side of the board are the exit chips, which are the destinations of the signal paths. Each path concludes at one of these exit chips. Pay close attention to the symbols on the exit chips, as they signify their purpose. For instance, chips leading to the alarm are marked with a bell, indicating potential consequences if electricity reaches them. Chips marked with a phone receiver or transmitter icon denote target chips, which are crucial for the wiretap or tracking device installation.
Managing Electricity Flow
The objective is to ensure electricity flows only to the intended paths and stays away from the wrong paths, including the alarm chips. When the game begins, the alarm chips are initially deactivated, indicated by green paths leading to them. Your task is to rearrange the chips strategically to maintain this configuration while achieving your objective.
Time Management
The mini-game is also a test of speed, as you typically have a limited time ranging from 1 to 10 minutes to complete the task. Working efficiently is essential to prevent a semi-failure outcome.
By carefully observing the circuit board, understanding the chip symbols, and strategically rearranging the chips to manage electricity flow, you can determine the correct wire placement while achieving your objective without triggering any alarms.
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Knowing which chips to install
The Electronics Mini-Game is a puzzle that requires logical thinking and strategic placement of electronic chips on a circuit board. The objective is to rearrange the circuitry to successfully install a wiretap or tracking device without triggering any alarms. To achieve this, players must understand how electricity flows through the circuit and make strategic decisions about chip placement.
The circuit board consists of various chips, signal traces, and "Signal Paths" that conduct electricity. These paths originate from two connector points, "+'5V.' and 'GND.' The paths from the ""GND" connector are green, indicating a lack of electric current. In contrast, the paths from the "+'5V' connector are red and white, signifying the presence of electricity.
Players must carefully observe the signal paths and determine which electronic chip to place at each position. The goal is to ensure that electricity flows only to the intended destinations, avoiding the alarm chips. Alarm chips are marked with a bell symbol, and their paths turning red indicate that they have been activated, leading to a "game over."
To succeed, players should strategically pick up chips from the circuit board and place them elsewhere, altering the path of electricity. They start with one random "Spare" chip, which can be replaced with any other chip on the board. This allows for the redirection of electrical flow to avoid the alarms and achieve the desired outcome.
Additionally, players must work against the clock as the mini-game has a time limit, typically ranging from 1 to 10 minutes. Within this timeframe, they must carefully plan their chip installations and placements to prevent electricity from reaching the alarm chips while achieving the intended electrical flow.
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Avoiding the alarm chips
The Electronics Mini-Game involves rearranging circuitry on a circuit board to install a wiretap or tracking device without triggering any alarms. The game begins with the chips on the board arranged so that electricity flows into the Phone/Trace chips and not the Alarm chips. The player's task is to alter the board so that the paths running into the Phone/Trace chips will not carry electricity, while ensuring that the Alarm chips remain electricity-free.
Alarm Chips are one of the Chips that appear during the Electronics Mini-Game. There are always four of them, and they are placed randomly in any of the ten possible locations on the right-most side of the Circuit Board. The symbol on the Alarm Chips is a bell, and at the start of the game, the Signal Paths leading to them are green, indicating no electric current.
To avoid triggering the Alarm Chips, players must ensure that electricity does not flow into them. This is done by rearranging the chips on the circuit board to change the flow of electricity. Players can pick up chips from the board and place them elsewhere, altering the path of electricity. It is important to note that the game is instantly lost if electricity reaches the Alarm Chips, ending the mini-game and raising the Hideout Alert level.
Players must carefully consider the placement of each chip to prevent electricity from reaching the Alarm Chips while achieving the desired connection for the wiretap or tracking device. The game requires logical thinking and an understanding of how electricity flows through the circuit.
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Completing the mini-game within the time limit
The Electronics Mini-Game is one of four major mini-games in Covert Action that can be played during a mission. The player must rearrange the circuitry on a circuit board to install a wiretap or tracking device without tripping any alarms. The player must determine which wire goes where and which electronic chip to install at each position so that electricity flows to the right places and not to the wrong places.
The game is played by picking up chips from the circuit board and placing them elsewhere to change the flow of electricity. Initially, the player has one random "spare" chip in their hand, which can be replaced with any other chip on the board. The chip that was picked up can then be placed elsewhere, and so on until the game is either won or lost.
To complete the mini-game within the time limit, players should focus on understanding the logic of the circuit board. The goal is to ensure that electricity does not reach the Alarm chips, which are marked with a bell symbol. If electricity reaches these chips, the alarm will be triggered, and the game will be lost. Players should also be efficient in their movements and decisions, as the time limit can be as short as 1 minute.
Additionally, players should prioritize their actions and make quick decisions. Scanning the board for the most efficient moves and quickly executing them will help in completing the mini-game within the time limit. Players should also be mindful of the number of moves they make, as each move can impact the flow of electricity and potentially trigger the alarm.
With a combination of logical thinking, quick decision-making, and efficient movements, players can increase their chances of completing the Electronics Mini-Game within the time limit.
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Frequently asked questions
The player must rearrange the circuitry on a circuit board to install a wiretap or tracking device without triggering any alarms.
The player must pick up chips from the circuit board and place them elsewhere to change the flow of electricity. The aim is to ensure that no electricity reaches the Alarm chips, while electricity does reach the Phone/Trace chips.
The 10 "Signal Paths" are like wires that conduct electricity across the board. The Exit Chips indicate the purpose of each path, with the Alarm Chips marked by a bell, and the Target Chips marked by a phone receiver or transmitter icon. The "+5V" connector indicates that the paths are carrying electricity, while the "GND" connector paths are not carrying electricity and are coloured green.
If the alarm is triggered, the player instantly loses the game. The alarm raises the enemy's Alert level and usually fails the rest of the mini-game.











































