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Password Game 2: Rules and Hints

Every rule and event in The Password Game 2 has its own entry below. The hints and answers stay hidden until you open an entry: rules give three hints from a small nudge to the full approach, and events say what they are and how to survive them. Hints never name a seeded value, so they hold for every run. Rule numbers follow the core rules, and an event can add a rule that shifts the numbers on your card.

The rules

Rule 1: The length floor
  1. The first rule is only about how much you type.
  2. The card shows a live count. Keep typing until it reaches the minimum.
  3. Twelve characters is enough. Spaces count, and so does every other symbol.
Rule 2: A number
  1. This one asks for a kind of character you may not have used yet.
  2. Type a digit anywhere in the password.
  3. Any single digit from 0 to 9 passes. Remember it: a later rule adds up your digits.
Rule 3: A capital letter
  1. Look at the letters you have typed so far.
  2. Make at least one of them a capital.
  3. Hold Shift and type any letter from A to Z.
Rule 4: A special character
  1. Letters and digits are not enough here.
  2. You need a symbol that is neither a letter, a digit nor a space.
  3. Something like an exclamation mark, an at sign or a hash passes.
Rule 5: Prove you are human
  1. This rule has a widget on its card. Use it rather than guessing.
  2. Pick every tile that shows the thing the challenge asks for, then confirm.
  3. The form rejects your first correct answer on purpose. Answer correctly again on the second grid. The widget then gives you a short code that starts with OK and types it into the password for you.
Rule 6: Digits that add up
  1. The rule wants a total, not a particular digit.
  2. Add up every digit in the password and compare it with the target on the card, which shows your running sum.
  3. Spread the total over a few digits, for example nines and a remainder. Digits that arrive later, such as the clock time and a chess move, count too, so leave room for them.
Rule 7: A month
  1. Think calendar.
  2. The password must contain the name of a month of the year.
  3. Spell out a whole month name in full, not an abbreviation. Capitals do not matter, and a month name hidden inside a longer word still counts.
Rule 8: Today's puzzle word
  1. This rule depends on today's date.
  2. It wants the answer to today's Wordle, the five-letter word game.
  3. Solve or look up today's Wordle and type the answer in any case. If the live feed is unreachable the rule passes for free.
Rule 9: A word from our sponsors
  1. The card names a few companies.
  2. You only need to plug one of them.
  3. Type the full name of any listed sponsor. Capitals do not matter, but the spelling and spaces do.
Rule 10: The preference center
  1. This is a puzzle with six switches, not a text rule.
  2. Switching a toggle off also flips one other toggle, its fixed neighbor. Click one and see which neighbor changes.
  3. Aim to switch off a toggle whose neighbor is currently on, so both end up off. Switching one off while its neighbor is off turns the neighbor on. When all six are off the widget types the confirmation phrase into your password.
Rule 11: An ancient number
  1. Another kind of number, from a different era.
  2. Use a Roman numeral. The letters count only in capitals.
  3. Any of I, V, X, L, C, D or M in uppercase passes.
Rule 12: Numerals that multiply
  1. The numerals in your password are multiplied together, not added.
  2. Each run of capital Roman letters is one numeral. Multiply the values of all the runs and match the target on the card.
  3. One numeral equal to the target is enough. Check your other capitals: a stray I, V, X, L, C, D or M elsewhere makes another factor.
Rule 13: Where in the world
  1. Look at the card for the country name.
  2. The card names a country. You have to type that country.
  3. Spell the country's full name. Capitals do not matter. If the live feed is unreachable the rule passes for free.
Rule 14: What time is it
  1. The answer changes while you play.
  2. The password must contain the current time, hours then minutes, on a 24-hour clock with a colon.
  3. Read your device's clock and type it like 09:05 or 17:42. The minute rolls over while you play, so check this rule again before you finish. Its digits also count toward the digit sum.
Rule 15: The seasonal swatch
  1. Trust your eyes.
  2. A large swatch is shown without a name. Find the matching swatch in the row of choices.
  3. Click the choice whose color matches. The widget types the color's lowercase name into your password.
Rule 16: A chess puzzle
  1. The card shows a position from a daily puzzle.
  2. Find the single best move for the side to play.
  3. Click the move out on the board, or type it in standard notation. The widget types it for you. If the live feed is unreachable the rule passes for free. The move's digits count toward the digit sum.
Rule 17: A length ceiling
  1. After a floor, a ceiling.
  2. The password may not be longer than the cap on the card. The card shows your running length.
  3. Do not pad. If you are over, delete characters the rules do not need, such as filler between the required pieces. Junk that events wedge in counts too.
Rule 18: Mirror, mirror
  1. One of the words in this game's name has to appear.
  2. It must appear spelled the other way round.
  3. Type the word password reversed. Capitals do not matter.
Rule 19: The finish line
  1. Nothing is asked of your password here.
  2. This rule always passes once it appears. It unlocks the Create account button.
  3. Check that every other rule is green and no event rule is red, then press Create account to start the finale.

The events

Events arrive on a schedule and are not part of the numbered rules. Some add a rule of their own while they last.

Gerald the fish

A fish moves into the form and gets hungrier over time. Press FEED now and then. At submit he must have been fed within the last minute. A fish kept alive helps in the finale.

The campfire

A fire burns down steadily. Press STOKE to add fuel; the button needs a moment between uses and it likes to move. A low fire eats letters from your password, and at submit it must still be burning. A fire kept alive helps in the finale.

The garden and the bear

Flowers bloom and fill a hive with honey. Now and then a bear approaches, and if it finishes its raid it tramples the garden. Press THROW BASKET while the bear approaches or raids to send it away. At submit the hive needs enough honey. A garden kept alive helps in the finale.

Data corruption

One character corrupts and the corruption spreads to its neighbors, but never across a space. The rule that appears shows an antidote sequence of lowercase letters; type it anywhere in the password to clear everything. Spaces slow the spread.

The compaction

An anchor pulls your letters out of the password, nearest first. A banner shows a word to feed it. Typing that word anywhere in the password ends the pass and the letters return in place. Left alone, it ends by itself after a few captures.

The parasite

A fake character is slipped into the password. It looks like its neighbor but is not counted by the length and digit rules, so a rule goes red for no visible reason. It wiggles faintly. Click it to evict it. A second one arrives if you wait too long.

The invasion

Waves of aliens dive and grab letters out of the password. Type the grabbed letter to shoot the alien down and get the letter back, or click an alien before it grabs. The last wave must be shot down completely before you submit.

The snake

A snake swallows your last letter on a regular beat. Put the cursor at the very end of the password and type the snake's snack character to feed it. Feed it a few times and it leaves, returning everything it swallowed. At submit nothing may be left inside it.

Junk blocks

Ten junk blocks drop into your password. Unlike other intruders they count toward your length. Click a junk block to shatter it, or delete it with Backspace. At submit none may remain.

The cookie banner

A consent dialog appears. Declining spawns more of them. Only one banner in the whole stack carries the real Reject all control, and the others are decoys. Typing is never locked, and the swarm leaves on its own after a while.

The autocorrect demon

Every few seconds it quietly rewrites a word in your password, and a toast is the only warning. The off switch is hidden in its settings dialog among six toggles; Helpful corrections is the one that stops it. It also gets bored and leaves on its own.

The fake upload

A loading bar seizes your keyboard and stalls near the end. Mashing keys nudges it along, and it always releases you after a fixed time. It is a joke, so stay calm and wait it out.

Questions

Will the hints spoil The Password Game 2 for me?

Only if you open them. Every rule and event is a closed section that shows just its name. A rule gives three hints, from a small nudge to the full approach, so you can stop at the one you need.

Do the hints give the answers for the daily seed?

No. They explain how each rule works but never name a seeded value such as a target number, a captcha code or a confirmation phrase. You still read those off your own run.

What if a rule passes without me doing anything?

Rules that read a live feed, such as the Wordle, country and chess rules, pass for free when the feed is unreachable. They are marked as feed offline on the card.

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An independent tribute to The Password Game by Neal Agarwal, not affiliated with neal.fun.