Work and Health-Check Puzzle Index and Rules
Spoiler tier: puzzle mechanics only. You know the feeling: Shiro has taken the world’s calmest walk to work, and a cheerful white board is now acting as if one wrong number is a workplace emergency. Check the day, set, and level before you touch anything. If the board has already changed, use Retry to restore its opening layout.
The puzzle controls differ by platform, so use the board’s own directions instead of copying button labels. This section lists the full labor-board order and explains what each day expects. It does not give fixed move strings for changed boards.
Morning Health Checks
On Days 1 through 3, begin at a filled blue hex and trace along the linked hex edges until the path reaches an unpaired medical icon. Each valid connection fills one part of the central GOAL counter. Day 1 requires 2/2 connections, Day 2 requires 3/3, and Day 3 requires 4/4. Use Retry if a branch blocks the next connection.
Labor Puzzle Index
| Day | Normal shift | Overtime | Puzzle family |
|---|---|---|---|
| Day 1 | Sets 1–4, Levels 1–2 | Set 5, Levels 1–4 | Numbered blocks, matching goals, equations, switches, and barriers |
| Day 2 | Sets 1–4, Levels 1–2 | Set 5, Levels 1–4 | Paths, addition, multiplication, and mirrored lanes |
| Day 3 | Sets 1–4, Levels 1–2 | Set 5, Levels 1–4 | Step order, teleports, barriers, and pushable debris |
| Day 4 | Sets 1–4, Levels 1–3 | None | Bug marking, clue shapes, and board rotation |
| Day 5 | No labor puzzle set | None | Story progression |
| Day 6 | Sets 1–4, Levels 1–2 | Set 5, Levels 1–4 | Mixed versions of the four earlier puzzle families |
That makes 60 labor boards: 12 each on Days 1, 2, 3, 4, and 6. The numbered label in the upper-left corner is the safest way to confirm that a solution belongs to your current board.
What Each Day’s Board Is Asking
- Day 1: Select a numbered block, then move it onto a matching outlined goal or into an equation slot. Dotted connections, switches, barriers, and number-changing gates can require setup moves before the final placement.
- Day 2: Draw one continuous path from the start to the finish. Arithmetic nodes change the carried value, while mirrored areas create a paired path that must also avoid blocked tiles.
- Day 3: Enter the numbered route in order. Teleports move the route to a paired tile, and debris may need to be pushed before the later numbered tiles remain reachable.
- Day 4: Mark the number of bug tiles shown by the red clues. The clue frames illustrate different scan shapes, and a rotation control can move part of the board before you mark the final set.
- Day 6: Read the set label first. Each set returns to one of the four earlier rule groups, with overtime saved for Set 5.
After the normal-shift result, accepting more work opens overtime on the days that have Set 5. Puzzleholic requires every labor puzzle to be completed, so Skip is useful for story progress but is not a substitute for solving that board. Missed labor boards and overtime can be replayed later from Shiro’s home.

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