A computer somebody depends on is on your counter, and the person who
brought it in has a theory. They are usually wrong — not as a trick, but
because that is what happens at a repair counter.

Sit down and ask before you open anything. A question costs six minutes; a
memory test costs an hour and a half, and their time is part of the price.
Measure what the answers pointed at. Pick a part out of four vendors with
genuinely different trade-offs — the cheap fan is a third of the price and
three weeks away, and three weeks is the thing they cannot have. Right
driver, battery off first, and set a price you can defend.

There is no globally correct part. Every job is marked on five things — the
right part for this person, respect for their money, turnaround against
their deadline, whether it still works next year, and safe workmanship —
and a job is only as good as its worst one. Several of the faults need no
parts at all, and selling somebody hardware to fix them is the mistake the
whole thing is built to catch.

14 machines, 38 real faults, 68 parts. Two ways to play: the full shop, or
Simple mode — the same shift one decision at a time, with bigger type
and drag-and-drop.

Built for digital-literacy lessons at SEK Budapest. No account, nothing
uploaded, works offline.

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