THE MYSTERION MESSAGE

The Mysterions can be found at the following coordinates::

217, 86
191, 152
127, 53
20, 200

GENESIS VERSION

"In the Genesis version, their sole message is: 

01110000 11001000 011 111011 1000000
11010111 01010110 011 1100 1101000

translates to:

112 200 3 59 64
215 86 3 12 104

or . . .

112 x 200, planet 3, 59N x 64W (Red Cylinder)
215 x 86, planet 3, 12N x 104W (Hypercube)" - CrescentNebula - 8/11/06

PC VERSION

00001 01111 111111 1111111 111111 
010101 010101 100001 11000 11110 
111111 010101

"I did a little more research on the PC version's Mysterion message. Apparently the message is the phone number of the developer's home office. I tried to crack it for about half an hour and came up with this:

00001 01111 00000 100001 00011 00001 11100 100001 11000 11110 01111 11111

translates to . . .

1 15 0 33 3 1 28 33 24 30 15 31

There are 12 characters in a phone number in regular format:

###-###-####

All of the binary numbers are 5 binary digits except for the numbers in position 4 and 8, which are 6 digits. Both of them are the value 33 (100001 -> 33). Positions 4 and 8 are also the positions of the dashes in the above phone number.

So it appears that the phone number is some sort of code that uses 33 for a dash:

1 15 0 - 3 1 28 - 24 30 15 31

Chart of digits included (Only missing 2 out of 10):
00000 = 0
00001 = 1
00011 = 3
01111 = 15
11000 = 24
11100 = 28
11110 = 30
11111 = 31

See a sequence developing in the binary values? This might help to fill in the blanks . . .

Revised chart:
00000 = 0
00001 = 1
00011 = 3
00111 = 7*
01111 = 15
11111 = 31
11110 = 30
11100 = 28
11000 = 24
10000 = 16*

* - added in

See the binary sequence now? This can't possibly just be a coincidence can it? Numbering the values in the chart gives . . .

0 : 00000 = 0
1 : 00001 = 1
2 : 00011 = 3
3 : 00111 = 7*
4 : 01111 = 15
5 : 11111 = 31
6 : 11110 = 30
7 : 11100 = 28
8 : 11000 = 24
9 : 10000 = 16*

When you translate the first three binary values using this chart . . .

1 15 0 -> 140

You get an area code that does not exist, 140. The reverse of the chart is just as workable however:

0 : 10000 = 16
1 : 11000 = 24
2 : 11100 = 28
3 : 11110 = 30
4 : 11111 = 31
5 : 01111 = 15
6 : 00111 = 7
7 : 00011 = 3
8 : 00001 = 1
9 : 00000 = 0

And using this chart you get a phone number in Kentucky that has been discontinued.

Another possible variation would be to put the 00000 first, making it equivalent to the digit 0, and starting 10000 at 1 instead. I tried this, but you get another area code that does not exist, 960." - CrescentNebula - 8/11/06


"I looked over the cryptogram again and realized I had not fully considered the inverse of the cryptographic table where the zeros create the trapezoidal shape instead of the ones!

As stated, according to the NANP website the format of a phone number from 1975 to 1995 was:
N (0 or 1) X – NXX – XXXX
where N = digits 2 through 9 and X = digits 0 through 9.

This narrows down the choices of the chart substantially since 15 must be in either the 0 position or the 1 position. The only two charts like this that maintain any sort of shape in the arrangement of the digits are:

0 : 01111 = 15
1 : 00111 = 7
2 : 00011 = 3
3 : 00001 = 1
4 : 00000 = 0
5 : 10000 = 16
6 : 11000 = 24
7 : 11100 = 28
8 : 11110 = 30
9 : 11111 = 31

1 15 0 33 3 1 28 33 24 30 15 31 ->
304-237-XXXX (W. Virginia)

0 : 11111 = 31
1 : 01111 = 15
2 : 00111 = 7
3 : 00011 = 3
4 : 00001 = 1
5 : 00000 = 0
6 : 10000 = 16
7 : 11000 = 24
8 : 11100 = 28
9 : 11110 = 30

1 15 0 33 3 1 28 33 24 30 15 31 ->
415-348-XXXX (California)

I don't list the full translation of the numbers here for fear of flooding some poor hapless individual with phone calls, but I did try calling the last one myself and it just kept ringing.

The second number makes perfect sense, since Starflight was published by Electronic Arts which is based in California :D

There are ways to look up who owns this number now. I do not know if you can find out who used to own it. If anyone finds anything, please post it!" - CrescentNebula - 8/25/06


"1. The address on the back of the SF1 Manual is:
Electronic Arts
1820 Gateway Drive
San Mateo, CA 94404
(415) 571-7171

2. The decoded phone number above is from the 415 area code, which previously served a large portion of central and southern California.

3. I did a reverse lookup on the last 7 digits of the phone number: 348-7910. There were no hits for 415, but there was one for area code 650.

4. Area code 650 was created by moving prefixes out of the 415 area code. Area code 650 services... wait for it... San Mateo.(en.wikipedia.org/wiki/Area_code_650)

5. The address that now has the 348-7910 phone number is only 6 miles away from EA's old address.

While this doesn't prove anything, and we already have one number for EA, it is still possible that the decoded number belonged to Binary Systems or one of the programmers. Remember, EA was the distributor, but Binary Systems wrote the code." - Jlhorner1984 - 8/27/06

 


Update 6/16/07 - Patrick O'Halloran points out that the message is simply Morse code. 0’s are dots, 1’s are dashes, and 100001 translates to dash-dot-dot-dot-dot-dash, which is a hyphen.

Morse Code Table

 

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