Puzzle 101 is Wonky Wiring, a 45-picarat Arrange puzzle in the Dromedary Lobby in Monte d'Or, in Chapter 7. Pascal, the hotel's concierge, offers it at the front desk. Two children were about to listen to some music when their radio broke, and the inside of the radio is a five-by-five grid of wiring pieces. You turn the pieces until every section of wire is connected and the cross and square terminals in the middle link up with the matching terminals on either side.
This page covers story Puzzle 101 in Professor Layton and the Miracle Mask, the 3DS game (US and UK English). The wiring and the answer are the same in the US and UK English versions; quotes use the North American text. If you're after Daily Puzzle 101 or Puzzle 101 from another Layton game, see Wrong Puzzle 101? below.

What Puzzle 101 is
| Name | Wonky Wiring (US and UK) |
|---|---|
| Type | Arrange |
| Picarats | 45 |
| Location | Dromedary Lobby, Monte d'Or |
| Chapter | Chapter 7 |
| How you start it | Talk to Pascal at the front desk |
| Required? | No |
| Previous puzzle number | Puzzle 100, Gate to the Ruins! (Ruins B8) |
| Next puzzle number | Puzzle 102, Dice Crates (One-Ring Circus) |
The puzzle reads: "Oh no! The radio has broken--and right when these kids were going to listen to some music too! You'll have to help repair the radio. Adjust the wiring so that every section of wire is connected, and make sure the cross and square terminals in the center connect to the matching cross and square terminals on either side." Then it adds: "Use the stylus to rotate the pieces of wiring, and connect everything!" The objective bar says "Reconnect the wiring!"
The top screen shows the two children and their radio. The touch screen shows the wiring: 25 pieces in five rows of five. A cross terminal sits on the left edge of the grid and a square terminal on the right edge, and the piece in the very middle carries one cross terminal and one square terminal of its own. Every piece stays in its own square; touching it turns it a quarter turn. Some pieces are straight, some bend, some branch three ways, and a few end in a round dot. When you think everything is joined up, submit your wiring.
Puzzle names
| Version | Puzzle name |
|---|---|
| North America | Wonky Wiring |
| UK | Wonky Wiring |
| Japanese | ラジオの修理 (Rajio no Shūri, "radio repair") |
The name is the same in the US and UK versions. The UK text has a few small wording differences: it spells "centre", says "upwards" and "downwards" in the hints, says "connected up", and places a few commas differently. The wiring and the answer are the same in the US and UK English versions.
Wrong Puzzle 101?
- Daily Puzzle 101 is Tortoises 04, from the Sun, Sand, and Turtles set.
- Puzzle 100, Gate to the Ruins!, is the puzzle before this one, at the end of the flashback in the Akbadain ruins in Chapter 6. If yours is set underground in the ruins, that's the one you've got.
- Puzzle 102, Dice Crates, is the next puzzle, at the One-Ring Circus. If yours has four giant dice and a crane, that's the one you've got.
- Puzzle 101 in another Layton game is a different puzzle. If yours doesn't show a broken radio and a grid of wiring, you're in the wrong game.
Where you find it
Chapter 7 opens on the fourth day of the investigation in Monte d'Or, back in Layton's Room at the Dromedary, where Emmy asks, "Where should we start today, Professor?" Go down to the Dromedary Lobby and talk to Pascal at the front desk.
Pascal greets you with "Ah, good day to you all. I trust you are well rested?" and talks about the rivalry between Mr. Ledore's own hotels. Emmy remarks, "So behind these monuments to comfort lies a battle that is far from relaxing." Then Pascal asks, "Enough about my work. Would you like a puzzle to go along with your investigation?" and the puzzle starts.

You don't have to solve it to move on. Pascal keeps offering it for the rest of Chapter 7, and he's back at the front desk with it after the story ends.
When the wiring gets confusing
- You don't know where to begin. Start from the cross terminal on the left edge and follow its wire into the grid, the way Hint 1 suggests.
- Two networks run into each other. The cross wires and the square wires must never meet. If a cross wire reaches a square terminal, one of the junction pieces is turned the wrong way.
- A loose end is left over. Every open wire end has to meet another wire or end in a round dot. Look for a piece whose wire runs into a blank edge.
- The game says "Too bad." The wrong-answer message is "Too bad. Have you got your wires crossed? Remember, you want to connect square to square and cross to cross." You can try again.
- You can't find the puzzle. Talk to Pascal at the front desk of the Dromedary Lobby during Chapter 7.
Hints, one at a time
These are the game's own hints, word for word from the North American version and in the same order. Open only the next one you need. In the game, Hints 1 to 3 cost one hint coin each and the Super Hint costs two.
Hint 1: where to start
Try choosing a specific point to start from.
You might find it easier if you start working from the cross terminal on the left side.
Hint 2: the pieces on the left
Rotate the bottom-left piece with the round dot so that the wire points upward and the dot is on the bottom.
Do the opposite with the similar piece in the top left.
Hint 3: the pieces on the right
Have the top-right piece with a dot point left, so that the dot is on the right. The piece immediately below it should point downward.
Is the answer starting to become clear?
Super Hint: the middle piece
Here's the last hint. This time, you want to look at the piece with the square and cross terminals in the middle.
Rotate it so that the wire from the cross terminal points downward and the wire from the square terminal points upward.
Answer and full solution
The answer below gives the direction of every piece of wiring, traces both networks and shows the finished radio. Open it when you're ready.
Show the answer
Answer: turn the middle piece so its square wire goes up and its cross wire goes down, then set the rest of the grid as in the table. The cross network runs from the left terminal through the lower half of the grid, and the square network runs from the right terminal through the upper half.
| Row | Column 1 | Column 2 | Column 3 | Column 4 | Column 5 |
|---|---|---|---|---|---|
| 1 | down (dot at the top) | right and down | left (dot end) | right and down | left (dot on the right) |
| 2 | up and right | up, left and right | left, right and down | up, down and left | down (dot end) |
| 3 | left and down | down (dot end) | square wire up, cross wire down | up and right | up, left and right |
| 4 | up, right and down | up, down and left | up, right and down | left and down | down (dot end) |
| 5 | up (dot at the bottom) | up and right | up and left | up and right | up and left |
Step by step:
- Turn the middle piece so the wire from its square terminal points up and the wire from its cross terminal points down.
- Follow the cross. From the cross terminal on the left edge, the wire enters row 3, column 1 and bends down into row 4. From there it branches: down to the dot end at the bottom left, up to the dot end in row 3, column 2, and right along row 4 and row 5 until it climbs into the bottom of the middle piece. The same network also reaches across to the dot end in row 4, column 5.
- Follow the square. From the square terminal on the right edge, the wire enters row 3, column 5 and branches up to the dot end above it and left into row 3, column 4, which climbs into row 2. Row 2 carries the wire left to the top of the middle piece and on to the left edge, with branches up into row 1 that end in the dots at the top left, the top middle and the top right.
- Check that no wire runs into a blank edge, then submit.

The game confirms it: "Correct! The radio's fixed! Nothing like a good tune to liven up the atmosphere."
If it still doesn't work out:
- The middle piece is upside down. If its cross wire points up, the cross network ends up in the upper half and meets the square network. Turn it until the square wire points up.
- A three-way piece is a quarter turn off. Compare each branching piece with the table; one wrong branch can join the two networks or leave a loose end.
- A dot piece points the wrong way. Check the four corners against Hints 2 and 3: bottom left points up, top left points down, top right points left, and the piece below the top right points down.
Picarats, hints and hint coins
Wonky Wiring shows 45 picarats when it starts. The puzzle can award 45, 41 or 36 picarats. Wrong answers may reduce the picarat value. A wrong answer brings the message "Too bad. Have you got your wires crossed? Remember, you want to connect square to square and cross to cross." When you talk to Pascal again, he says, "How about a puzzle to lighten things up?" before the puzzle starts again.
Hints cost hint coins, not picarats. Hints 1 to 3 cost one hint coin each and the Super Hint costs two, five in total. The hints on this page are free to open.
Does it unlock anything?
Yes. After you solve it, Pascal says, "As you are our honored guest, Mr. Layton, we've prepared a gift for you here at the front desk." Tap the magenta luggage behind the front desk to pick up the Desert Hoofprint for your collection: "This ornament represents a camel's hoofprint. It's the perfect souvenir." You also get the picarats, and the puzzle counts toward your total.
Versions
- Nintendo 3DS family: this page covers the 3DS game. The radio is on the top screen, and you turn the wiring pieces on the touch screen.
- US and UK English versions: the wiring and the answer are the same in the US and UK English versions. The UK text differs in some spelling and wording.
The scene around the puzzle
If you quit the puzzle, Pascal sighs, "Maybe puzzles don't lighten the mood the way they used to. Perhaps I am getting old."
When it's solved, Pascal says, "How clever! You're quite sharp! Just what I'd expect from acquaintances of Mr. Ledore." Luke notes, "Mr. Ledore is popular with his employees." Emmy answers, "I still prefer the professor as a boss," and Luke agrees: "Me too!"
FAQ
Where is the answer to Puzzle 101?
It's in the Answer and full solution section above, hidden until you open it. If you only want a push, open the hints one at a time first.
What is Puzzle 101 called?
Wonky Wiring, in both the North American and UK versions. In Japanese it's ラジオの修理.
Where is Puzzle 101?
In the Dromedary Lobby in Monte d'Or, in Chapter 7, on the fourth day of the investigation. Talk to Pascal at the front desk.
Do I have to solve Puzzle 101?
No. The story doesn't need it, but solving it gets you the Desert Hoofprint for your collection.
Can I fail Puzzle 101?
Yes. Wiring that isn't right brings "Too bad.", and you can try again as many times as you need. Wrong answers may reduce the picarat value.
How many picarats is Puzzle 101 worth?
It shows 45 picarats when it starts. The puzzle can award 45, 41 or 36 picarats. Wrong answers may reduce the picarat value.
Is Daily Puzzle 101 the same as Puzzle 101?
No. It's a different puzzle, listed under Wrong Puzzle 101?. Story Puzzle 101 is the radio wiring puzzle in the Dromedary Lobby.
More Miracle Mask puzzles
- Puzzle 100: Gate to the Ruins!
- Puzzle 102: Dice Crates
- Puzzle 103: Stars of the Stage
- Puzzle 104: Undercover Code
- Puzzle 105: Free Lunch!
- Puzzle 099: Ancient Artistry 2
- Puzzle 098: Watertight Code
- Puzzle 090: Loose Connection
- Puzzle 080: Sharing the Burden 2
- Puzzle 60: Dangerous Holes
- Puzzle 113: Chip Champions
- Puzzle 118: Evenly Matched 3
- Puzzle 122: Kitty Solitaire 3
For the rest of the game's puzzles, see the Miracle Mask puzzle index.