Bomb Defusal Manual

Expanded Mod Version
Praetorian

www.keeptalkinggame.com
ktane.timwi.de
lotsofs.github.io/KTANE

Verification Code: 241
Praetorian - March 26th 2022

Welcome to the dangerous and challenging world of bomb defusing.

Study this manual carefully; you are the expert. In these pages you will find everything you need to know to defuse even the most insidious of bombs.
And remember — One small oversight and it could all be over!

Defusing Bombs

A bomb will explode when its countdown timer reaches 0:00 or when too many strikes have been recorded. The only way to defuse a bomb is to disarm all of its modules before its countdown timer expires.

Example Bomb

Front

Side

Modules

Each bomb will include a certain number of modules that must be disarmed. Each module is discrete and can be disarmed in any order.

However, there are exceptions. See Appendix I for instructions on identifying these exceptions.

  • Instructions for disarming modules can be found in Section 1.
  • "Needy" modules present a special case as they cannot be disarmed. These are described in Section 2.
  • Translation help for translated modules can be found in Section 3.

Strikes

Strike Indicator

When the Defuser makes a mistake, the bomb will record a strike which will be displayed on the indicator above the countdown timer. Bombs with a strike indicator will typically explode upon the third strike. The timer will begin to count down faster after a strike has been recorded.

If no strike indicator is present above the countdown timer, the bomb will explode upon the first strike, leaving no room for error.

Some bombs might allow for more than three strikes, however it may be possible that the strike indicator can only display up to two strikes and not show any additional strikes.

Gathering Information

Some disarming instructions will require specific information about the bomb, such as the serial number or other widgets. This type of information can typically be found on the top, bottom, or sides of the bomb casing.

Many modules will require information about Indicators, Batteries, Ports. See Appendix A, B, and C for identification instructions. Manual pages of certain modules requiring this information may not always refer to these appendices.

Further appendices provide elaboration on other less common widgets, as well as on general concepts that may be useful in disarming certain modules.

Section 1: Modules

Modules can usually be identified by an LED in the corner, normally the top right. When this LED is lit green, the module has been disarmed.

All modules must be disarmed to defuse the bomb.

On the Subject of 3D Maze

You are in a maze of twisty passages, all alike. Exits are to the north, south, east, and west.

  • The defuser starts in a random position and orientation in one of the ten mazes below.
  • Locate the defuser using a 3D view of the maze walls, which also shows the symbol on the floor of the current space, and if there is a symbol in the space ahead.
  • The maze map is cyclic; moving off one of the edges will take the defuser to the space on the opposite side, provided there is no wall in between the space.
  • One of the walls is the goal, the rest will cause strikes if moved into.
  • To defuse the module, locate the goal wall, and move through it from either side.
  • Using the methods below, calculate a row (0-7), a column (0-7), and a direction; the goal wall will be the first wall from these coordinates in the given direction.

Row:

  • Start with the first numeric digit in the serial number.
  • Add 1 for every unlit indicator with a letter in “MAZE GAMER”.
  • If the row number is greater than 7, subtract 8.

Column:

  • Start with the last numeric digit in the serial number.
  • Add 1 for every lit indicator with a letter in “HELP IM LOST”.
  • If the column number is greater than 7, subtract 8.

Direction:

  • Each maze contains three star icons marked on the map.
  • On the floor in each of these locations is a letter, which maps to the direction to the goal wall: “N” becomes North, “S” becomes South, “E” becomes East, and “W” becomes West.
  • Beware of letters not in these marked locations, they carry incorrect decoy instructions!
0123456701234567A*ABABCC*BABCB*CAC
0123456701234567ABA*DDBAB*ADABDD*B
0123456701234567BAH*HBB*HAAHABB*AH
0123456701234567DCD*C*CADCDA*AADAC
0123456701234567HCA*H*CAHCHCA*ACHA
0123456701234567DD*HA*HAADHD*HADAH
0123456701234567BCD**BCCBCDBDC*DDB
0123456701234567CHCH*BBH*HBC*BCCHB
0123456701234567DBH*DH*BDBDHBHH*DB
0123456701234567HDC*HDHDCCDCH*DH*C

On the Subject of Adjacent Letters

UP, down, left, right, UP, down, left, right...!

  • Every button will have a different letter on it.
  • Check the table to determine which buttons to press.
  • Each letter in the “letter” column that has one of the letters in the “left/right” column directly left or right of it on the keypad must be pressed.
  • Each letter in the “letter” column that has one of the letters in the “above/below” column directly above or below it on the keypad must be pressed.
  • Press Submit to submit your answer. Note: Multiple buttons can be pressed and they can be in any order.
Letter Left/right Above/below Letter Left/right Above/below
AGJMOYHKPRWNPQRSVAFGHL
BIKLRTCDFYZOHJLUZIQSTX
CBHIJWDEMTUPDMNOXCFHKR
DIKOPQCJTUWQCEOPVBDIKN
EACGIJKSUWZRAEGSUBNOXY
FCERVYAGJPQSABEKQGMVYZ
GACFNSHOQYZTGVXYZCJLSU
HLRTUXDKMPSUFMVXZBILNY
IDLOWZEFNUVVDHMNWAEJQX
JBQTUWEHIOSWDFHMNGLQRT
KAFPXYDIORZXBDFKWAJNOV
LGKPTZABRVXYBCHSUEGMTW
MEILQTBFPWXZJNRSYCLMPV

On the Subject of Adventure Games

This appears to be a strange interface for an old text adventure game. All of the inventory management puzzles you have come to know and love, but none of the story.

  • The three screens show the enemy you are facing, a list of statistics about your character and the world, and a list of the objects in your inventory.
  • In your inventory is three weapons, plus five miscellaneous items.
  • You must decide which of the items to use to prepare for the battle, then which weapon to use.
  • Use the left and right arrows to scroll through statistics and inventory.
  • To use an item or weapon, press “USE” when it is displayed in the inventory.
  • Use the item table below to determine whether or not to use each item.
  • Items can be used in any order, but all applicable items must be used before a weapon is used to fight the enemy.
  • Use the weapon table and the enemy statistic table to determine which weapon to use to fight the enemy.
  • For each weapon, compare the player’s relevant stat (STR, DEX, or INT), plus any bonus, to the enemy’s same stat.
  • To defeat the enemy most efficiently, use the weapon which has the highest stat advantage (or lowest disadvantage).
  • If two weapons have the same stat advantage, either can be used.
Statistic Description
5 STR Strength (STR) of player, used in combat
5 DEX Dexterity (DEX) of player, used in combat
5 INT Intelligence (INT) of player, used in combat
5’ 5” Height of player, in feet and inches
15°C Temperature, in degrees Celsius
9.8 m/s² Force of gravity, in meters per second squared
101 kPa Atmospheric pressure, in kilopascals
Item Use if...
Balloon Gravity is less than 9.3 m/s² or pressure is greater than 110 kPa, and not fighting an Eagle.
Battery There is at most 1 battery on the bomb, and fighting an enemy other than a Golem or a Wizard.
Bellows If fighting a Dragon or an Eagle, use if pressure is greater than 105 kPa. If fighting a different enemy, use if pressure is less than 95 kPa.
Cheat code Cheaters never prosper! Don’t use these.
Crystal ball INT is greater than the last digit of the serial number, and not fighting a Wizard.
Feather DEX is greater than either STR or INT.
Hard drive There are two or more of the same port on the bomb.
Lamp Temperature is less than 12°C, and not fighting a Lizard.
Moonstone There are at least two unlit indicators on the bomb.
Potion Always use, but note that STR, DEX, and INT may change.
Small dog Fighting an enemy other than a Demon, a Dragon, or a Troll.
Stepladder The player is shorter than 4’, and fighting an enemy other than a Goblin or a Lizard.
Sunstone There are at least two lit indicators on the bomb.
Symbol Fighting a Demon or a Golem, or if the temperature is greater than 31°C.
Ticket The player is 4’ 6” or taller, and gravity is at least 9.2 m/s², and at most 10.4 m/s².
Trophy STR is greater than the first numeric digit of the serial number, or if fighting a Troll.
Enemy STR DEX INT
Demon 50 50 50
Dragon 10 11 13
Eagle 4 7 3
Goblin 3 6 5
Golem 9 4 7
Troll 8 5 4
Lizard 4 6 3
Wizard 4 3 8
Weapon Uses... Bonus
Broadsword STR +0
Caber STR +2
Nasty Knife DEX +0
Longbow DEX +2
Magic orb INT +0
Grimoire INT +2

On the Subject of Algebra

“Why do we need to study algebra? We'll never use it in real life...” Anybody else remember saying that?

  • The module consists of a number pad and two screens.
  • In three stages, the module displays an equation involving the variables a, b and c, respectively.
  • Solve the equation for a, b or c and enter the answer to progress to the next stage.
  • In each equation, the variables x, y and z may appear. Calculate their values using the columns of the following table:
x = n y = ip z = m + t × d
n = sum of digits in the serial number i = number of indicators
p = number of ports
m = number of modules
t = number of AA batteries
d = number of D batteries
3 or more battery holders present? +2 2 or fewer battery holders present? −2 No battery holders present? +3
RJ-45 port present? −1 Serial port present? +3 Parallel port present? −6
Lit BOB indicator present? +4 Unlit FRQ indicator present? −5 Lit MSA indicator present? +2
Serial number contains a vowel? −3 Sum of the serial number digits is prime? +4 Sum of the serial number digits is divisible by 3? +1

On the Subject of Alphabet

Can you speak English? Do you know the alphabet? Then you should be okay.

  1. Use the four lettered buttons to spell a word from the word bank below.
  2. Spell the longest word with the letters given by pressing the lettered buttons.
  3. A letter can only be used once to spell a word.
  4. If multiple words can be spelled, spell the word that comes first in alphabetical order, then the next one if there are enough remaining letters.
  5. If no more words can be spelled, press the remaining buttons in alphabetical order.

Word Bank:

JQXZ QEW AC ZNY TJL
OKBV DFW YKQ LXE GS
VSI PQJS VCN JR IRNM
OP QYDX HDU PKD ARGF

On the Subject of Anagrams

Randomly punching in the letters will eventually give me another word. One of the arrangements must work, right?

The display shows a word. Rearrange the letters to form another word. It's got to work. It just has to. Note that the status light is on the top left of the module.


See Appendix Sword for an anagrams table reference.

On the Subject of Astrology

Sometimes, the stars have it out for you. Is this bomb a good or a poor omen?

  • Your fortune reading consists of the alchemical symbols of a classical element, a celestial body, and a zodiac sign.
  • Calculate the Omen score of this reading:
  • For each pair of symbols, look up their relationship value in the tables below, and add to the Omen score.
  • For each symbol, if the English name of the symbol has a letter in common with the serial number of the bomb, add 1 to the Omen score.
  • Subtract 1 from the Omen score for each symbol without a letter in common with the serial number.
  • If the Omen score is positive, press GOOD OMEN anytime the number of the Omen score is a digit in the timer.
  • If the Omen score is negative, press POOR OMEN anytime the number of the Omen score is a digit in the timer.
  • If the Omen score is 0, press NO OMEN at any time.
0 0 1 -1 0 1 -2 2 0 -1
-2 0 -1 0 2 0 -2 2 0 1
-1 -1 0 -1 1 2 0 2 1 -2
-1 2 -1 0 -2 -1 0 2 -2 2
1 0 -1 0 0 2 2 0 1 0 1 0
2 2 -1 2 -1 -1 -2 1 2 0 0 2
-2 -1 0 0 1 0 1 2 -1 -2 1 1
1 1 -2 -2 2 0 -1 1 0 0 -1 -1
-1 -1 2 0 -1 0 -1 1 0 0 -2 -2
-2 0 1 0 2 0 -1 1 2 0 1 0
-2 -2 -1 -1 1 -1 0 -2 0 0 -1 1
-2 2 -2 0 0 1 -1 0 2 -2 -1 1
-2 0 -1 -2 -2 -2 -1 1 1 1 0 -1
-1 -2 1 -1 0 0 0 1 0 -1 2 0
-1 -1 0 0 1 1 0 0 0 0 -1 -1
-1 2 0 0 1 -2 1 0 2 -1 1 0
1 0 2 1 -1 1 1 1 0 -2 2 0
-1 0 0 -1 -2 1 2 1 1 0 0 -1
SymbolElementSymbolPlanetSymbolPlanet
Fire Sun Jupiter
Water Moon Saturn
EarthMercury Uranus
Air Venus Neptune
Mars Pluto
SymbolZodiacSymbolZodiacSymbolZodiac
Aries Leo Sagittarius
Taurus Virgo Capricorn
Gemini Libra Aquarius
CancerScorpio Pisces

On the Subject of Backgrounds

For once you aren’t only focusing on what’s right in front of you. Make sure you pay attention to what’s going on behind the scenes here. We all know how you feel about exploding.

This module will present you with a colored button, a counter, and a submit button. However, the backing may be a certain color. Based on the color of the backing and the color of the button, press the button until the counter matches a certain number and press submit.

Step 1:

Use the rules in Table B to determine your letter pair, finding the first two conditions that apply, using the first letter from the first rule and the second letter from the second rule.

Step 2:

With the letter pair found in Step 1 and Table A, use the first letter along the left and the second letter along the top to find the number of times to press the button before pressing submit.

TABLE A:
A B C D E F
A
3
2
9
1
7
4
B
7
9
8
8
2
3
C
5
1
7
4
4
6
D
6
4
2
6
8
5
E
5
1
5
3
9
9
F
1
2
3
6
7
8

(Please note that if you press the button when the counter reads 9, the counter will reset to 0.)

TABLE B: Priority rules
RULE FIRST LETTER SECOND LETTER
If the color of the backing matches the color of the button
A
C
Otherwise, if the button or the backing (but not both) are white or black
D
B
Otherwise, if there are no D batteries present on the bomb *
C
E
Otherwise, if there are no AA batteries present on the bomb
D
D
Otherwise, if the button and the backing are primary colors **
B
F
Otherwise, if the color of the button is a secondary color ***
F
E
Otherwise, if there is an unlit SND indicator present on the bomb
E
B
Otherwise, if the bomb contains a Serial port
B
C
Otherwise, if the backing's color mixed with blue creates the button's color ****
C
D
Otherwise, use this rule (This rule can be used twice)
E
A

*: D batteries are detected as any battery holder with exactly one battery. **: Primary colors are Red, Yellow, and Blue ***: Secondary colors are Orange, Green, and Purple ****: Mixing Red and Yellow will make Orange, Blue and Yellow will make Green, and Red and Blue will make Purple. Mixing Blue and White will not make Blue.

On the Subject of Battleship

FIRE! ... (splash) Missed.

Attention, Cadet. We’ve narrowed the enemy’s locations to within this 5×5 grid. The targets in this area are concealed, but we do have a fair bit of intelligence on them.

We suspect this information may not be enough to determine with accuracy where the enemy forces are deployed. This is where you come in. We need you to figure out which locations within the battle arena we can safely survey without being seen:

  • Take the first letter and the first digit of the serial number. Add or subtract 5 to the letter or digit until it is in the range A–E or 1–5. This is the first safe location.
  • Do the same for the second letter and the second digit. Keep going until you run out of either letters or digits.
  • Finally, convert the number of ports into a letter A–E and the number of indicators plus batteries into a digit 1–5 in the same manner. This is your final safe location.
  • In each case, the letter indicates columns (left to right), the number indicates rows (top to bottom).

Attention, Ensign. We need you to ascertain the locations of all enemy vessels. When you have done so, the module is disarmed. The following tools are at your disposal:

  • Survey the safe locations by using the radar tool. Using the radar on any unsafe location reveals our position to the enemy, so don’t do that.
  • Use the water tool to mark locations that definitely have no enemy vessel in them. You may also click the number above a column or beside a row to mark every unmarked location in that row/column as water.
  • Use the torpedo to attack the enemy. Do not waste torpedoes on water!

Our intelligence indicates that:

  • Every enemy ship is either horizontal or vertical.
  • None of the vessels are directly adjacent, not even diagonally.
  • We know how many squares in each row and each column have a piece of a ship in them. This is indicated by the numbers along the edges of the grid.
  • We also know how many ships of each size there are. This is indicated by the symbols below the grid.

Good luck. Make us proud.

On the Subject of The Big Circle

Who said that a circle was pointless?

The bomb presents a button in the shape of a big circle spinning around. Based on the tables below, determine which parts of the circle to press. If you press a wrong part of the circle or press the parts of a circle in the wrong order, a strike will be incurred.

  • Start with Table 1 below. Determine which rules apply to find the next number to be used. If your number is negative, multiply it by -1.
  • Count the position in the serial number as many times as your number. If you get to the end of the serial number, bounce back and continue to read the serial number backwards, and vice versa at the beginning. The first character of the serial number is considered to be position 0.
  • After you have determined the position in the serial number, look at Table
    2 below to determine the sequence of button presses based on the chosen character in the serial number and press it.
  • Once the first correct color has been pressed, the solution will not change unless you incur a strike on this module.
  • BUT, if there are five batteries in three holders and at least one BOB indicator, any solution that would be valid for the serial number characters present on the bomb will be accepted. Look at table 2 to find out what those solutions are.

Table 1

For each BOB, CAR, or CLR
indicator:
+1 if lit, -1 if unlit.
For each FRK, FRQ, MSA, or NSA
indicator:
+2 if lit, -2 if unlit.
For each SIG, SND, or TRN
indicator:
+3 if lit, -3 if unlit.
For each solved module:+3 each.
For the number of batteries:+4 for odd, -4 for even.
There are port plates with
parallel port:
+5 each, -4 if paired
with serial port
There are port plates with
DVI-D:
-5 each, +4 if paired
with Stereo RCA
For each special* indicator:+6 each.
For each special* port:-6 each.
For each Two Factor code:Add the least
significant digit.

*Special ports or indicators are custom made, such as NLL or the USB port.

Table 2*

-0-, 1, 2Red, Yellow, Blue
3, 4, 5Orange, Green, Magenta
6, 7, 8Blue, Black, Red
9, A, BMagenta, White, Orange
C, D, EOrange, Blue, Black
F, G, HGreen, Red, White
I, J, KMagenta, Yellow, Black
L, M, NRed, Orange, Yellow
O, P, QYellow, Green, Blue
R, S, TBlue, Magenta, Red
U, V, WBlack, White, Green
X, Y, ZWhite, Yellow, Blue

*If circle is spinning counter-clockwise, reverse order of button presses.

The zero in the table is marked like this. -0-.

On the Subject of Binary LEDs

Binary is a time-honored tradition of communication with tiny blinking lights.

  • Interpret the binary code from the five LEDs. The bit farthest left is the most significant.
  • The code will follow one of the eight numeric sequences below. The sequence oscillates forwards and backwards without repeating the ends.
  • Some numbers in the sequence have a letter underneath them. Cut the wire of the matching color while this part of the sequence is displayed.
  • Only one wire needs to be cut successfully.
17 15 6 2 24 8 26 25 21 24 1 15 18 8
G R B
18 15 19 31 12 6 19 21 11 16 19 2 1 29
B G R
8 25 1 15 20 15 9 3 6 24 1 24 5 26
G B R
21 27 6 12 27 20 7 1 19 15 3 13 9 28
B R G
3 21 14 22 7 28 16 27 22 17 26 2 31 15
G B R
8 22 30 19 1 25 31 16 9 7 6 13 9 7
R B G
5 18 12 7 5 12 31 16 10 15 17 9 12 25
R G B
4 20 18 25 20 4 24 29 17 16 12 16 29 19
G R B
Color key: R red
G green
B blue

On the Subject of Bitmaps

Over 18 quintillion combinations, only some of them actually matter.

  • The module displays a bitmap of 64 pixels divided into four “quadrants”. Each pixel is bright (which we call “white” although it may be colored) or dark (“black”).
  • There are 4 buttons underneath, labeled 1, 2, 3, and 4.
  • In the following table, start at the rule whose number equals the last digit of the serial number
  • Keep going through the rules (wrapping around if necessary) until you encounter a condition that applies.
  • Calculate the answer for the applicable rule. Repeatedly add or subtract 4 until the answer is between 1 and 4 and press the corresponding button to disarm the module.
#Rule
0If exactly one quadrant has 5 or fewer white pixels, the answer is the number of white pixels in the other 3 quadrants.
1If there are exactly as many mostly-white quadrants as there are lit indicators, the answer is the number of batteries.
2If exactly one row or column is completely white or completely black, the answer is its x-/y-coordinate (starting from 1 in the top/left).
3If there are fewer mostly-white quadrants than mostly-black quadrants, the answer is the number of mostly-black quadrants.
4If the entire bitmap has 36 or more white pixels, the answer is the total number of white pixels.
5If there are more mostly-white quadrants than mostly-black quadrants, the answer is the smallest number of black pixels in any quadrant.
6If exactly one quadrant has 5 or fewer black pixels, the answer is the number of black pixels in the other 3 quadrants.
7If there are exactly as many mostly-black quadrants as there are unlit indicators, the answer is the number of ports.
8If there is a 3×3 square that is completely white or completely black, the answer is the x-coordinate (starting from 1) of the center of the first such square in reading order.
9If there are exactly as many mostly-white quadrants as mostly-black quadrants, the answer is the first numeric digit of the serial number.

On the Subject of Bitwise Operations

Nobody’s favorite kind of math. Who even likes math, anyway?

  • There are 2 screens on the module:
    1. Bitwise operator (AND, OR, XOR, NOT)
    2. Result input
  • Use the two bytes obtained from the tables below, and the operator from the first display, to determine the answer. In these tables, MSB is the most significant bit, LSB the least significant bit.
Byte 1 BitByte 2
No AA batteries MSB1 or more D battery
Parallel port 3 or more ports
Lit indicator NSA 2 battery holders or more
More modules than you have (starting) time in minutes Lit indicator BOB
More than one lit indicator More than one unlit indicator
Number of modules divisible by 3 Last digit of serial number is odd
Less than 2 D batteries Even number of modules
Less than 4 ports LSB2 or more batteries

Here is a table of explanations of each bitwise operator:

Info AND OR XOR NOT
HOW Going bit by bit, if both bits are 1, the return bit is 1. Otherwise, the return bit is 0. Going bit by bit, if either (or both) bit is 1, the return bit is 1. Otherwise, the return bit is 0. Going bit by bit, if either (but not both) bits are 1, the return bit is 1. Otherwise, the return bit is 0. Ignore the second operand. Going bit by bit, the return bit is the opposite.
MATH bit1 && bit2 bit1 || bit2 (bit1 && !bit2) || (!bit1 && bit2) !bit1

On the Subject of the Blind Alley

What? Where?

See Appendix BLANK for blank modules identification.

The module appears blank, but has eight touch-sensitive regions laid out as in the following diagram. Touch the regions that have the most conditions met in any order.

  • There is an unlit BOB indicator.
  • There is a lit CAR indicator.
  • There is a lit IND indicator.
  • There is an even number of battery holders.
  • There is an unlit CAR indicator.
  • There is an unlit NSA indicator.
  • There is a lit FRK indicator.
  • There is an RJ-45 port.
  • There is an unlit FRQ indicator.
  • There is an unlit IND indicator.
  • There is an unlit TRN indicator.
  • There is a DVI-D port.
  • There is an unlit SIG indicator.
  • There is an unlit SND indicator.
  • There is a lit NSA indicator.
  • There is an even number of batteries.
  • There is a lit BOB indicator.
  • There is a lit CLR indicator.
  • There is a PS/2 port.
  • There is a serial port.
  • There is a lit FRQ indicator.
  • There is a lit SIG indicator.
  • There is a lit TRN indicator.
  • There is an even digit in the serial number.
  • There is an unlit FRK indicator.
  • There is a lit MSA indicator.
  • There is a parallel port.
  • There is a vowel in the serial number.
  • There is an unlit CLR indicator.
  • There is an unlit MSA indicator.
  • There is a lit SND indicator.
  • There is a Stereo RCA port.

On the Subject of Blind Maze

Not only do you have to find the exit, you have to find the beginning!

This module has four buttons labeled N for North, E for East, S for South, and W for West. The defuser must use these buttons to navigate through a maze they cannot see. Use the following steps to discover what the maze looks like, where you are in the maze, and which side of the maze the exit is on.

Step 1: Finding the Maze

  • Take the last digit of the serial number and add the number of solved modules.
  • If the number is above nine, subtract 10 until it is between 0 and 9.
  • Locate the maze below with the same number as the result. This is your maze, but it may be rotated.
0123456789

Step 2: Finding the Rotation

Use the first conditional that applies out of the following list to determine what rotation the maze has.

  • If there are at least 2 red buttons, rotate the maze 90 degrees clockwise, then calculate the starting position.
  • Otherwise, if there are at least 5 batteries, calculate the starting position, then rotate the maze 90 degrees clockwise.
  • Otherwise, if there is an IND indicator, rotate the maze 180 degrees clockwise, then calculate the starting position.
  • Otherwise, if there are no yellow buttons and at least 1 red button, rotate the maze 90 degrees counter-clockwise, then calculate the starting position.
  • Otherwise, if there is at least 1 other distinct maze-based module present on the bomb, calculate the starting position, then rotate the maze 180 degrees clockwise.
  • Otherwise, if there is at most 1 port type, calculate the starting position, then rotate the maze 90 degrees counter-clockwise.
  • Otherwise, keep the maze as it is.

Step 3: Finding the Starting Location

Look at each button and use the table below to determine it's value. Then, use these rules to determine the starting location in the maze:

  • X Position: Add the values of the North and South buttons together.
  • Y Position: Add the values of the East and West buttons together.
  • If the sum is above 5, subtract 5 until the number is between 1 and 5.
  • Column X moves from left to right and Row Y moves from top to bottom. The top left coordinate of the maze is [1,1].
Red Green Blue Gray Yellow
North 1 5 2 2 3
East 3 1 5 5 2
West 2 5 3 1 4
South 3 2 4 3 2

Modules detected as "maze-based" are 3D Maze, Hexamaze, Maze, Morse-A-Maze, Mouse In The Maze, and Polyhedral Maze

On the Subject of Boolean Venn Diagrams

Why is there a big Venn diagram? Why are there some weird symbols? Oh no...

  • This module has eight buttons, one for each enclosed section of the Venn diagram and one representing the area not enclosed in any section of the diagram.
  • The three circles are referred to as "A" (top), "B" (bottom left), and "C" (bottom right).
  • For each section, use the boolean logic expression displayed above the Venn diagram to determine if that section is "true" or "false" by using the following rules:
    • If the section is enclosed in a circle, then the value for that variable is considered to be "true". Otherwise, it is "false".
      Example: The middle section is enclosed in all three circles, so "A", "B", and "C" should all be considered to be "true" while evaluating that section.
    • Evaluate the operator inside the parentheses before the one outside of the parentheses.
    • Images describing each operator can be found below (gray regions represent "true").
    • If the section evaluates to "true", press the button that corresponds with it. The section will turn green.
  • Solve the module by pressing the buttons corresponding to all of the "true" sections.
  • Note: if an incorrect button is pressed, a strike will be issued and the section will turn red.
X Y
AND
X Y
OR
X Y
XOR
X Y
IMPLIES
X | Y
NAND
X Y
NOR
X ↔' Y
XNOR
X Y
IMPLIED BY

On the Subject of Braille

This doesn’t feel right.

See Appendix BLANK for blank modules identification.

Braille consists of raised dots arranged in a regular grid. Each letter has 2×3 locations, each of which can have a raised dot or not. The following table shows the encoding for Unified English Braille.

a
b
c
d
e
f
g
h
i
j
k
l
m
n
o
p
q
r
s
t
u
v
w
x
y
z
and
for
the
with
ar
bb
cc
ch
ea
ed
en
er
ff
gg
gh
in
ing
of
ou
ow
sh
st
th
wh
  • Move your finger over the module to feel the Braille message. The message consists of 4 Braille letters with 6 locations. However, some of the raised dots may be extraneous and some may be missing.
  • The locations are numbered in columns from top to bottom, then left to right.
  • To find out which locations are wrong, first convert the letters in the serial number to their alphabetic positions (where A=1, …, Z=26).
  • Start with the location numbered according to the first character of the serial number plus one.
  • For each subsequent character in the serial number, move forward that many locations plus one.
  • Wherever you land each time, change a raised dot to an absent one and vice versa.
  • If you go past the end of the message, wrap around to the beginning. (At times you may find yourself inverting the same location multiple times.)
  • Finally, decode the word, find it in the following table and press on the indicated Braille letter.
  • When an incorrect letter is pressed, a strike occurs and a new word is generated.
acting3dating4heading1meaning3server4
aiming1dealer3hearing1miners4shaking1
artist2eating2heating2nearer1sought1
asking4eighth2higher2parish4staying1
bearing4farmer4insist3parker4strands2
beating3farming2lasted3parking1strings4
beings1faster1laying2paying4teaching1
binding2father1leader4powers1tended4
bought4finding1leading4pushed1tender1
boxing4finest3leaned4pushing2testing3
breach2finish4leaning4rather3throwing3
breast1flying2leaving1reaching3towers4
breath3foster2linking1reader1vested3
breathe3fought3listed2reading1warned3
bringing3gaining3listen1resting3warning2
brings3gather4living4riding2weaker3
carers2gazing4making3rushed2wealth2
carter3gender4marked1rushing1winner2
charter2growing4marking1saying2winning3
crying4headed2master2served2winter3

On the Subject of Broken Buttons

How did they get invisible ink to even work like that?

  • A broken buttons module will have 2 submit buttons at the top of it and 12 buttons below them.
  • Depending on the 12 buttons, follow the first rule that applies.
  • Repeat the rules until it tells you to press the correct submit button, which will defuse the module.
  • Every time a button is successfully pressed, the button's text will change.
  • If the defuser presses an incorrect button, it will give a strike.
  • By default the correct submit button is the left one.
  • After successfully pressing 5 buttons, press the correct submit button.

Rules:

If the defuser sees the word sea, press a button labeled sea.
Otherwise, if any button on the third or first row starts with the letter T, press it.
Otherwise, if the word one and submit appear on buttons, the correct submit button will be the first one and press the button labeled one.
Otherwise, if a button is literally blank, press that button.
Otherwise, if the word other is on a button, the correct submit button changes to the other submit button and press the button labeled other.
Otherwise, if there are any duplicate words, click one of the buttons labeled with the duplicate word.
Otherwise, if a port name and the word port or module appear on the buttons, press a button labeled a port name.
Otherwise, if a button has less than 3 characters on it, press that button.
Otherwise, if the words bomb and boom are present, press the button labeled boom.
Otherwise, if the words submit and button appear on buttons, press the correct submit button at the top.
Otherwise, if the words column and either seven or two appear on buttons, press any button in the same row as a button labeled column.
Otherwise, if a button hasn't been correctly pressed yet, press the 3rd button in the 2nd row.
Otherwise, if the first button you pressed had the letter E in the word, the right submit is actually correct.
Lastly, press the correct submit button.

On the Subject of Button Sequences

Click. Click. Kaboom!

  • Within the module, there are several panels with three buttons on them. Only one panel is visible at a time.
  • Switch to the next panel by using the down button and the previous panel by using the up button.
  • Press the buttons as directed by the following tables. Button occurrences are cumulative over all panels within the module. If both conditions match, refer to "Releasing a Held Button".
  • The LEDs found next to each button display green if the button was pressed or held successfully, or if they were not pressed and the panel has been submitted successfully. They display orange if the corresponding button has not been dealt with yet. They display red if the corresponding button caused a strike.
Red Button OccurrencePress if label is...*Press if shape is... Yellow Button OccurrencePress if label is...*Press if shape is...
First or SixthAbortSquare First or SixthDetonateCircle
Second or SeventhDetonateHexagon Second or SeventhHoldHexagon
Third or EighthHoldCircle Third or EighthAbortSquare
Fourth or NinthAbortCircle Fourth or NinthPressCircle
Fifth or TenthPressSquare Fifth or TenthHoldHexagon
Blue Button OccurrencePress if label is...*Press if shape is... White Button OccurrencePress if label is...*Press if shape is...
First or SixthHoldCircle First or SixthHoldHexagon
Second or SeventhAbortSquare Second or SeventhDetonateSquare
Third or EighthDetonateHexagon Third or EighthPressHexagon
Fourth or NinthPressSquare Fourth or NinthAbortCircle
Fifth or TenthPressHexagon Fifth or TenthDetonateSquare

* Due to budget cuts, the buttons will only display the first letter of each word.

Releasing a Held Button

If you start holding the button down, the colored LED will light up next to the button. Based on its color you must release the button at a specific point in time:

  • Blue light: release when the countdown timer has a 2 in any position.
  • White light: release when the countdown timer has a 7 in any position.
  • Yellow light: release when the countdown timer has a 3 in any position.
  • Magenta light: release when the countdown timer has a 4 in any position.
  • Any other color light: release when the countdown timer has a 0 in any position.

On the Subject of Caesar Cipher

Communication was dangerous back in the days. Can you figure out what the original message was?

Decipher the characters on the display with the help of Caesar’s tactics. There’s no delete button, so press those buttons carefully!

For example: if the offset is -2, D becomes B and L becomes J. The table below can be used to calculate the required offset. If the offset column contains an = sign, that value should be used, regardless of other rules that apply.

Condition Offset
Serial number contains a vowel -1
Number of batteries +1 per battery
The last digit of the serial number is even +1
Indicator with label CAR is present +1
Parallel port and lit indicator with label NSA is present =0

On the Subject of Cheap Checkout

Who in the world is purchasing something at a time like this?

  • There is a shopping list of items that are being purchased and can be viewed with the arrow buttons.
  • Above that, it shows the amount the customer paid.
  • Add up the amount of money it costs for all the items, applying the sale to each item based on the day of the week.
  • Weighted items must have their weight applied before applying the sale.
  • If the customer has paid enough money, simply input the correct amount of change the customer should receive using the buttons on the module and then press submit.
  • Otherwise if the customer hasn’t paid enough, press submit without any change to alert the customer. Wait for the new amount of money from the customer and then figure out how much change to give.
  • After pressing the submit button, the change will be cleared.

Glossary

  • Item price refers to the price before the sale has been applied.
  • Fixed price items don’t have their prices change based on their weight.
  • A digital root is calculated by adding all the digits of a number together and repeating the process on the new number until you have a single digit.
  • Commercial rounding is when the digit checked for rounding is 5 or greater, the number is rounded up, otherwise you round down.

Sales:

The day of the week is the date on the defuser’s bomb when the module is activated.
Special Sunday
All fixed price items that contain an S in them are $2.15 more.
Malleable Monday
The 1st, 3rd and 6th items on the shopping list are 15% off.
Troublesome Tuesday
Calculate the digital root of the item price without the decimal point. Add that many dollars to the item price. Only applies to fixed price items.
Wacky Wednesday
Change each occurrence of the largest digit in the price with the smallest digit in the price, and vice versa.
Thrilling Thursday
All of the odd positioned items on the shopping list are half off.
Fruity Friday
All fruits are 25% more per pound.
Sweet Saturday
All sweet items are 35% off.

Item Prices:

Prices should always be kept in terms of dollars, for example, $0.68 instead of 68¢. All item prices are rounded to the 2nd decimal. You must commercially round after calculating the item price as well as after applying the sale.
Item Price Category Item Price Category
Bananas$0.87 per lbFruit Mints$6.39Sweet
Broccoli$1.39 per lbVegetableMustard$2.36Other
Candy Canes$3.51Sweet Oranges$0.80 per lbFruit
Canola Oil$2.28Oil Paper Towels$9.46Care Product
Cereal$4.19Grain Pasta Sauce$2.30Vegetable
Cheese$4.49Dairy Peanut Butter$5.00Protein
Chicken$1.99 per lbProtein Pork$4.14 per lbProtein
Chocolate Bar$2.10Sweet Potato Chips$3.25Oil
Chocolate Milk$5.68Dairy Potatoes$0.68 per lbVegetable
Coffee Beans$7.85Other Shampoo$4.98Care Product
Cookies$2.00Sweet Socks$6.97Other
Deodorant$3.97Care Product Soda$2.05Sweet
Fruit Punch$2.08Sweet Spaghetti$2.92Grain
Grape Jelly$2.98Sweet Steak$4.97 per lbProtein
Grapefruit$1.08 per lbFruit Sugar$2.08Sweet
Gum$1.12Sweet Tea$2.35Water
Honey$8.25Sweet Tissues$3.94Care Product
Ketchup$3.59Other Tomatoes$1.80 per lbFruit
Lemons$1.74 per lbFruit Toothpaste$2.50Care Product
Lettuce$1.10 per lbVegetableTurkey$2.98 per lbProtein
Lollipops$2.61Sweet Water Bottles$9.37Water
Lotion$7.97Care Product White Bread$2.43Grain
Mayonnaise$3.99Oil White Milk$3.62Dairy

On the Subject of Chess

Under pressure, chess can feel more like a game of battleships.

This module is based on a 6×6 chessboard (referenced on the following page) and all figures follow the standard FIDE movement rules.

The chess module will present with a display and two rows of six buttons each.

  • There are six unique coordinates that represent six positions on the chessboard.
  • Use the numbered buttons in the bottom row to browse through the different coordinates. A green LED below the button will indicate the position of the currently selected coordinate.
  • Using the reference table below, each position can be assigned a certain chess figure.
  • The chess figures will cover 35 of the 36 possible fields with their combined movesets.
  • All chess figures are colorless but can block each other's movement.
  • Find the one field that isn't covered by any of the chess figures and enter the coordinate to defuse the module.
  • To enter the coordinate, press the letter first, then the number. The LEDs will turn red to confirm the input of a solution.

Use this table as reference to determine the correct figure for each position:

Position #1: Monarchy vs Theocracy

Occupied by a king if Position #5 is occupied by a queen.

Otherwise, the field is occupied by a bishop.

Position #2: Commander of the Army

Occupied by a rook if the last digit of the serial number is odd.

Otherwise, the field is occupied by a knight.

Position #3: A Matter of Regents

Occupied by a queen if there are less than two rooks on the board.

Otherwise, the field is occupied by a king.

Position #4: The Iron Tower

Always occupied by a rook.

Position #5: Conflict between Good and Evil

Occupied by a queen if the field is white.

Otherwise, the field is occupied by a rook.

Position #6: The Scepter, the Sword and the Crosier

Occupied by a queen if there are no other queens on the board.

Otherwise, occupied by a knight if there are no other knights on the board.

Otherwise, the field is occupied by a bishop.

Chess Board Reference

Use the following graphic as a reference for the chess board layout

6 5 4 3 2 1
a b c d e f

On the Subject of Chord Qualities

They say that anything goes in jazz, but I didn't know that includes long boring tables!

See the next page for chord quality lookup.

  1. This module consists of a wheel with twelve notes on it, ordered chromatically.
  2. Four of those notes are selected with a triangle pointing towards them. These notes make up the given chord.
  3. Every chord consists of two parts: The root and the quality. For example, the root of the chord C-7 is the note C, and the quality is '-7'. Use the table on the next page (or music theory knowledge) to determine the root and quality of the given chord.
  4. Look up the root and quality of the answer chord in the tables below using the given chord's quality and root respectively.
  5. Reverse the process in step #3 to find the notes of the answer chord, and select the notes of the answer chord by rotating the wheel and pressing the button labelled ◈.
  6. Press the other button to submit the answer chord. There is only one correct answer.

Root to QualityQuality to Root
A-Δ7♯57G
A♯Δ7♯5-7G♯
B-7Δ7A♯
Cø-Δ7F
C♯-add97♯9A
DΔ7øC♯
D♯7♯9add9D♯
E7sus-add9E
Fadd97♯5F♯
F♯7Δ7♯5C
G-Δ77susD
G♯7♯5-Δ7♯5B

Chord Quality Lookup Table

Use the following table to look up which notes are in a chord of a particular quality. Each note in the chord is represented by an X in the row of its interval. The offset from the root (in semitones) of each row is provided in the left-most column. Note that an offset of +12 is the same as an offset as +0.

Off7 ‑7 Δ7 ‑Δ7 7♯9* ø add9 ‑add9 7♯5 Δ7♯5 7sus ‑Δ7♯5
+0XXXXXXXXXXXX
+1------------
+2------XX----
+3-X-XXX-X---X
+4X-X-X-X-XX--
+5----------X-
+6-----X------
+7XXXX-XX--X-
+8--------XX-X
+9------------
+10XX--XX--X-X-
+11--XX-----X-X

*Omit the 5th note of this chord at +7

On the Subject of Colour Flash

It’s easy to identify colours. Red, Blue, Green, etc. Turns out it's a bit harder when you display a word colour in a different colour though...

  • A Colour Flash module will repeatedly flash a sequence of 8 different words representing colours in different colours.
  • The possible colours are Red, Yellow, Green, Blue, Magenta and White.
  • There is also a Yes button and a No button on the module.
  • Only one of the Yes and No buttons needs to be pressed to disarm the module, but must be pressed at the correct time according to the rules below.
  • The colour of the last word in the sequence determines which set of rules to follow below.
  • Follow the rules from the top-most rule down to the bottom-most rule for the block that applies to your module.
The colour of the last word in the sequence is Red:
If Green is used as the word at least three times in the sequence, press Yes on the third time Green is used as either the word or the colour of the word in the sequence.
Otherwise, if Blue is used as the colour of the word exactly once, press No when the word Magenta is shown.
Otherwise, press Yes the last time White is either the word or the colour of the word in the sequence.
The colour of the last word in the sequence is Yellow:
If the word Blue is shown in Green colour, press Yes on the first time Green is used as the colour of the word.
Otherwise, if the word White is shown in either White or Red colour, press Yes on the second time in the sequence where the colour of the word does not match the word itself.
Otherwise, count the number of times Magenta is used as either the word or the colour of the word in the sequence (the word Magenta in Magenta colour only counts as one), and press No on the colour in the total's position (e.g. a total of 4 means the fourth colour in sequence).

Continuation of previous table...

The colour of the last word in the sequence is Green:
If a word occurs consecutively with different colours, press No on the fifth entry in the sequence.
If Magenta is used as the word at least three times in the sequence, press No on the first time Yellow is used as either the word or the colour of the word in the sequence.
Otherwise, press Yes on any colour where the colour of the word matches the word itself.
The colour of the last word in the sequence is Blue:
If the colour of the word does not match the word itself three times or more in the sequence, press Yes on the first time in the sequence where the colour of the word does not match the word itself.
If the word Red is shown in Yellow colour, or the word Yellow is shown in White colour, press No when the word White is shown in Red colour.
Otherwise, press Yes the last time Green is either the word or the colour of the word in the sequence.
The colour of the last word in the sequence is Magenta:
If a colour occurs consecutively with different words, press Yes on the third entry in the sequence.
If the number of times the word Yellow appears is greater than the number of times that the colour of the word is Blue, press No the last time the word Yellow is in the sequence.
Otherwise, press No on the first time in the sequence where the colour of the word matches the word of the seventh entry in the sequence.
The colour of the last word in the sequence is White:
If the colour of the third word matches the word of the fourth word or fifth word, press No the first time that Blue is used as the word or the colour of the word in the sequence.
If the word Yellow is shown in Red colour, press Yes on the last time Blue is used as the colour of the word.
Otherwise, press No.

On the Subject of Color Generator

While I wait for you to input, I'll just make myself a sandwich.

Start with the serial number. Convert every letter to a number, where A = 1, B = 2, etc. Include the numbers as well.

Modulo each result by 16.

Separate the numbers into 3 groups of 2. The first pair is the red value, second pair is the green value, and third pair is the blue value.

For each pair, multiply the first number in it by 16, then add the second number.

Input each number using the large buttons and then press submit. If you submit an incorrect color, or increase a color value above 255, the module state will reset and you will receive a strike.

RED GREEN BLUE MULTIPLIER RESET SUBMIT

The multiplier has a default value of 1. When it is clicked, the multiplier cycles between 1, 10 and 100. When you click the large colored buttons, the multiplier’s value is added to that color’s value.

On the Subject of Color Math

So many colors!

  • This module contains 2 rows of LEDs, left (represents the base number) and right (represents adder/subtractor/multiplier/divider and/or answer).
  • Numbers in this module are ranged from 0-9999 inclusive. LEDs are read from the top (Most Significant Digit) to bottom (Least Significant Digit).
  • Use Table 1 to convert left side LEDs into the base number.
  • The display at the middle of this module shows the action that needs to be performed: [A]dd / [S]ubtract / [M]ultiply / [D]ivide.
  • If the text in the display is GREEN, use Table 2 to convert right side LEDs into the adder/subtractor/multiplier/divider.
  • If the text in the display is RED, ignore right side LEDS and then use Table 3 to determine the adder/subtractor/multiplier/divider.
  • Perform the action required and use table 4 to convert the answer into colors, then input it on right side LEDs. Push SUBMIT to check.

Table 1: Left side LEDs to numbers conversion table

LED No. Blue Green Purple Yellow White Magenta Red Orange Gray Black
1 6 1 2 4 9 0 8 5 3 7
2 8 1 9 4 3 6 0 5 7 2
3 4 1 9 7 0 2 5 3 8 6
4 6 8 7 5 4 9 1 3 0 2

Table 2: Right side LEDs to numbers conversion table

LED No. Blue Green Purple Yellow White Magenta Red Orange Gray Black
1 0 6 5 4 3 7 9 8 1 2
2 2 9 8 0 5 3 4 7 1 6
3 5 0 6 4 2 7 9 3 8 1
4 5 4 2 9 8 6 7 1 3 0

Table 3: Finding ASMD in case of red display

Digit No. 0-1 Batteries 2-3 Batteries 4-5 Batteries 6+ Batteries
1 (MSD) First digit in serial number 0 Amount of vowels in serial number DVI-D port counts
2 Amount of unlit indicators PS/2 port counts Amount of battery holders 5
3 9 Amount of letters in serial number Serial port counts Amount of consonants in serial number
4 (LSD) RJ-45 port counts Last digit in serial number 4 Amount of lit indicators

Table 4: Answer to colors conversion table

LED No. 0 1 2 3 4
1 Gray Green Orange White Purple
2 Blue Green Black Purple Magenta
3 Magenta Yellow Blue Gray Red
4 Gray Blue Purple Red Yellow

LED No. 5 6 7 8 9
1 Blue Magenta Black Yellow Red
2 Red Gray Yellow Orange White
3 Black Green Purple Orange White
4 Magenta Black Orange Green White
  • Note: On the subtraction, if the answer is negative, answer as positive.
  • Note: On the division, if the answer contains remainder, ignore the remainder.
  • Note: If the answer exceeded 9999, please divide the answer with 10000 and answer with the remainder. (Or in short, modulo it with 10000.)

On the Subject of Color Morse

-- .- - .... / .. ... / ..-. ..- -. !

  • There are three flashing lights of different colors and operations and parentheses surrounding them.
  • Each flashing light displays a single number/letter in Morse code. If it displays a letter, consider it as a number with value equal to the letter's numeric position in the alphabet plus 9 (A=10, B=11, etc.).
  • For each number, apply the color's special operation found in the table below that corresponds to the color of the light for that number. If the color of the light is white, do nothing to the number.
  • Use the (potentially) new numbers in place of the lights in the mathematical expression to get a single result.
    • If the result is negative, make sure to send a hyphen before the rest of the number.
    • If the result is not an integer, consider only the integer part of the number.
    • If the result's absolute value is greater than 999, consider only the three least significant digits.
    • If more than one of the previous rules apply, apply them in order.
    • Disregard any leading zeros.
  • Using the buttons, enter the result in Morse code using the blank button as a digit separator.
  • Upon a strike, any characters you have entered so far are reset.
Color Action
Red If the number is odd, double it. Otherwise, halve it.
Orange If the number is divisible by 3, divide by 3. Otherwise, add the number of lights that flash either red, yellow, or blue.
Yellow Square the number.
Green Swap the position of the parentheses to be around the 2nd and 3rd light if they are around the 1st and 2nd light, or vice versa.
Blue Triple the number and take the digital root until the number is a single digit.
Purple Subtract the number from 10.

Morse Code Reference

See Appendix M for more detailed Morse code information.

On the Subject of Colored Squares

There is order in chaos. A pattern in the colors. Find it, and all will become clear.

See Appendix CSq for identifying modules in Colored Squares family.

  • Press all squares in the correct group to progress the module.
  • Pressing a square will cause it to light up white. Make all squares white to disarm the module.
  • To begin, press the color group containing the fewest squares. If there is a tie, you are looking at a different module. Refer to the appendix.
  • Then use the table to determine the next group to press in each stage.
  • “Group” refers to all squares of a particular color, or all non-white squares in the topmost row or leftmost column containing non-white squares.
  • Pressing an incorrect square will result in a strike and reset the module.
  • White squares will remain white for the duration of the module, but non-white squares may change color in each stage.
Currently White Squares Previous Group of Squares Pressed
RedBlueGreenYellowMagentaRowColumn
1BlueColumnRedYellowRowGreenMagenta
2RowGreenBlueMagentaRedColumnYellow
3YellowMagentaGreenRowBlueRedColumn
4BlueGreenYellowColumnRedRowMagenta
5YellowRowBlueMagentaColumnRedGreen
6MagentaRedYellowGreenColumnBlueRow
7GreenRowColumnBlueMagentaYellowRed
8MagentaRedGreenBlueYellowColumnRow
9ColumnYellowRedGreenRowMagentaBlue
10GreenColumnRowRedMagentaBlueYellow
11RedYellowRowColumnGreenMagentaBlue
12ColumnBlueMagentaRedYellowRowGreen
13RowMagentaColumnYellowBlueGreenRed
14RedBlueMagentaRowGreenYellowColumn
15ColumnRowColumnRowColumnRowColumn

On the Subject of Colored Switches

It’s only five switches. How hard can it be?

See Appendix CSw for identifying modules in Colored Switches family.

  • The module has five switches on it. Each switch may be orange, green, purple, turquoise, blue, or red.
  • The diagram below indicates which switch transitions are safe. A switch can be toggled only if it has the same color as the relevant arrow in the diagram. A black, thicker line indicates this switch can be toggled regardless of its color. The numbers indicate the switch being toggled (numbered from left to right).
  • To defuse the module, first make any three permissible toggles. Then the LEDs below the switches come on. The switches must be brought into the position indicated by those LEDs.
4 P 3 RTP 4 1 2 3 2 5 3 1 3 2 3 5 4 4 4 1 2 2 1 5 4 4 5 1 5 3 5 4 2 1 5 2 5 RTO 1 PG R 1 OBT 3 G 5 GB 5 BPG 4 O 3 OB 1 OGB 4 G 1 TRP 2 BT 4 OPG 2 P O 4 RBT 5 P 2 RG

On the Subject of Combination Locks

This looks like a combination lock. I thought I was disarming this bomb, not unlocking it.


See Appendix B for battery identification reference.
See Appendix Two Factor for two factor identification reference.

Like a typical combination lock, this requires 3 numbers to unlock. Turn the dial to the right to the first number. Then turn it to the left for the second number. Finally, turn it to the right for the last number. That will unlock it!
If sequential numbers in the code are the same, perform a full revolution back to the same number.

How to decode the combination:
Each number ranges from 0-19. Refer to the table to determine each number. Be careful if there are two factor codes present because they change periodically!

First number:
  1. Add the least significant digit of each two factor code together. If there are no two factor codes, use the last digit of the serial number plus the number of solved modules.
  2. Add the number of batteries.
  3. If the result is over 19, keep subtracting 20 until the result is between 0-19.
Second number:
  1. Add the most significant digit of each two factor code together. If there are no two factor codes, use the number of modules on the bomb (including needy modules).
  2. Add the number of solved modules.
  3. If the result is over 19, keep subtracting 20 until the result is between 0-19.
Third number:
  1. Add the first two numbers together.
  2. If the result is over 19, keep subtracting 20 until the result is between 0-19.

On the Subject of Complicated Buttons

These buttons aren't like the others. The good news is that we've found a concise set of instructions on what to do about it! Maybe too concise...

  1. Each button has one or two colors, and a label.
  2. For each button, use the Venn diagram below to decide whether or not to press the button.
  3. Press the buttons in the order listed in the table. If no buttons are pressed, press the second button in the list.
  4. Upon getting a strike, the entire module resets.
R R P D P R S B D B S R S B D P Button has redcoloring Button has bluecoloring Button says“Press” Button is in themiddle position
LetterInstruction
PPress the button
DDo not press the button
RPress the button if the serial number contains two or more repeated characters
SPress the button if the bomb has a serial port
BPress the button if the bomb has two or more battery holders
Label of
First Button
0–1 Batteries 2–3 Batteries 4–5 Batteries 6+ Batteries
Button order:Press1, 2, 32, 3, 13, 1, 21, 2, 3
Hold2, 1, 33, 2, 11, 3, 22, 3, 1
Detonate3, 1, 21, 2, 32, 1, 33, 1, 2

On the Subject of Complicated Wires

These wires aren't like the others. Some have stripes! That makes them completely different. The good news is that we've found a concise set of instructions on what to do about it! Maybe too concise...

  • Look at each wire: there is an LED above the wire and a space for a "★" symbol below the wire.
  • For each wire/LED/symbol combination, use the Venn diagram below to decide whether or not to cut the wire.
  • Each wire may be striped with multiple colors.
S S C D C S P B D B P S P B D C
Wire has red coloring
Wire has blue coloring
Has ★ symbol
LED is on
Letter Instruction
C Cut the wire
D Do not cut the wire
S Cut the wire if the last digit of the serial number is even
P Cut the wire if the bomb has a parallel port
B Cut the wire if the bomb has two or more batteries

See Appendix B for battery identification reference.
See Appendix C for port identification reference.

On the Subject of Connection Check

What is this, some kind of circuit visualization? I don't even care anymore...

  • This module contains 4 number pairs placed on each side of 4 LEDs and a ''Check'' button.
  • To disarm this module, you must follow these steps:
    1. Find out in which chart you will be looking for connections, using the rules given below.
    2. For each LED look at the numbers on each side of it and check if there is a line connecting the circles denoted with those numbers in the right chart.
    3. If there is such a connection, switch the LED to GREEN, otherwise switch it to RED.
    4. Press the ''CHECK'' button. If LED positions are correct, the module will disarm. Otherwise the bomb will register a strike.

To determine the right chart on the next page you will need a character of the bomb’s serial number. Use the following rules to find out which character you need. Then, on the next page, search for that character in the codes that label the charts. The chart with a code containing your character is the chart you are looking for.

If the numbers on this module are all different, use the last character of the serial number.
Otherwise, if there is more than one ''1'' on the module, look at the first character of the serial number.
Otherwise, if there is more than one ''7'' on the module, look at the last character of the serial number.
Otherwise, if there are at least three ''2'' on the module, look at the second character of the serial number.
Otherwise, if there is no ''5'' on the module, look at the fifth character of the serial number.
Otherwise, if there are exactly two ''8''s on the module, look at the third character of the serial number.
Otherwise, if there are more than 6 batteries or no batteries on the bomb, look at the last character of the serial number.
Otherwise, count the number of batteries on the bomb. Use that number to decide which character of the serial number you should look at. E.g.: if there are 3 batteries, look at the third character of the serial number.
SLIM34XYZ2ØDGT15BRO7HPJ6WUF8CAKE9QVN1236458715726438374862512648571313562478354678121836724523148576

On the Subject of Coordinates

Column first or row first?

Picture a two-dimensional grid of rows and columns. To disarm this module, determine the size of the grid, determine the positions on the grid that are indicated by the module, and find out which position is duplicated.

Use the left and right arrows on the module to cycle through the clues. One of the clues indicates the size of the grid, the rest is a set of positions on the grid. Select one of the two clues that refer to the same grid position and use the middle button to submit it. Then select the other of those two clues and submit it.

To determine the size of the grid, find the clue that is represented in any of the formats described in Table 1. The italicized letters in the table stand in for a number on the module.

The grid locations may be notated in any of the formats listed in Table 2. The module may also describe locations using words such as “top”, “bottom”, “left”, “right”, “up”, “down”, “center”, “middle”, cardinal directions or clockface directions.

Table 1: grid size formats

Format How to interpret
x The number x is a product of two primes. The grid’s width is the larger prime, the height the smaller.
(x) Same as x, but width and height are swapped.
x×y x is the width, y the height of the grid.
x by y x is the height, y the width of the grid.
x*y x is the total size of the grid, y the height.
x : y x is the total size of the grid, y the width.

Table 2: grid location formats

[x,y]Column, then row; top-left is [0,0].
letter numberColumn, then row; top-left is A1.
<x, y>Row, then column; top-left is <0, 0>.
x, yRow, then column; top-left is 1, 1.
(x,y)Column, then row; bottom-left is (0,0).
letter-numberColumn, then row; bottom-left is A-1.
x, yRow, then column; bottom-left is “0, 0”.
x/yRow, then column; bottom-left is 1/1.
[x]Cell number in scanline order[1]; top-left is [0].
xthCell number in scanline order[1]; top-left is 1st.
#xCell number in Cartesian order[2]; bottom-left is #1.
四十七Cell number in Chinese reading order[3]; top-right is 一. See Table 3 for Chinese numerals reference. The example shown here represents the number 47.

Table 3: Chinese numerals

16
27
38
49
510

[1] Scanline order, also known as reading order, starts at the top-left, moves right across the row, and then continues likewise with each row from top to bottom.

[2] Cartesian order, also known as geometric order, starts at the bottom-left, moves right across the row, and then continues likewise with each row from bottom to top.

[3] Traditional Chinese reading order starts at the top-right, moves down the column, and then continues likewise with each column from right to left.

On the Subject of Crazy Talk

Nothing. Literally nothing. Blank. Nada.

  1. Text will appear on a display.
  2. Find the exact match and the action in the table below.
  3. Flip the switch down when the bomb timer has the number before the forward slash in the seconds column.
  4. Flip the switch back up when the bomb timer has the number after the forward slash in the seconds column.
DisplayAction
← ← → ← → →5/4
1 3 2 43/2
LEFT ARROW LEFT WORD RIGHT ARROW LEFT WORD RIGHT ARROW RIGHT WORD5/8
BLANK1/3
LITERALLY BLANK1/5
FOR THE LOVE OF ALL THAT IS GOOD AND HOLY PLEASE FULLSTOP FULLSTOP.9/0
AN ACTUAL LEFT ARROW LITERAL PHRASE5/3
FOR THE LOVE OF - THE DISPLAY JUST CHANGED, I DIDN'T KNOW THIS MOD COULD DO THAT. DOES IT MENTION THAT IN THE MANUAL?8/7
ALL WORDS ONE THREE TO FOR FOR AS IN THIS IS FOR YOU4/0
LITERALLY NOTHING1/4
NO, LITERALLY NOTHING2/5
THE WORD LEFT7/0
HOLD ON IT'S BLANK1/9
SEVEN WORDS FIVE WORDS THREE WORDS THE PUNCTUATION FULLSTOP0/5
THE PHRASE THE WORD STOP TWICE9/1
THE FOLLOWING SENTENCE THE WORD NOTHING2/7
ONE THREE TO FOR3/9
THREE WORDS THE WORD STOP7/3
DISREGARD WHAT I JUST SAID. FOUR WORDS, NO PUNCTUATION. ONE THREE 2 4.3/1
1 3 2 FOR1/0
DISREGARD WHAT I JUST SAID. TWO WORDS THEN TWO DIGITS. ONE THREE 2 4.0/8
WE JUST BLEW UP4/2
DisplayAction
NO REALLY.5/2
← LEFT → LEFT → RIGHT5/6
ONE AND THEN 3 TO 44/7
STOP TWICE7/6
LEFT6/9
..8/5
PERIOD PERIOD8/2
THERE ARE THREE WORDS NO PUNCTUATION READY? STOP DOT PERIOD5/0
NOVEBMER OSCAR SPACE, LIMA INDIGO TANGO ECHO ROMEO ALPHA LIMA LIMA YANKEE SPACE NOVEMBER OSCAR TANGO HOTEL INDEGO NOVEMBER GOLF2/9
FIVE WORDS THREE WORDS THE PUNCTUATION FULLSTOP1/9
THE PHRASE: THE PUNCTUATION FULLSTOP9/3
EMPTY SPACE1/6
ONE THREE TWO FOUR3/7
IT'S SHOWING NOTHING2/3
LIMA ECHO FOXTROT TANGO SPACE ALPHA ROMEO ROMEO OSCAR RISKY SPACE SIERRA YANKEE MIKE BRAVO OSCAR LIMA1/2
ONE 3 2 43/4
STOP.7/4
.PERIOD8/1
NO REALLY STOP5/1
1 3 TOO 42/0
PERIOD TWICE8/3
DisplayAction
1 3 TOO WITH 2 OHS FOUR4/2
1 3 TO 43/0
STOP DOT PERIOD5/0
LEFT LEFT RIGHT LEFT RIGHT RIGHT6/7
IT LITERALLY SAYS THE WORD ONE AND THEN THE NUMBERS 2 3 44/5
ONE IN LETTERS 3 2 4 IN NUMBERS3/5
WAIT FORGET EVERYTHING I JUST SAID, TWO WORDS THEN TWO SYMBOLS THEN TWO WORDS: ← ← RIGHT LEFT → →1/6
1 THREE TWO FOUR3/6
PERIOD7/9
.STOP7/8
NOVEBMER OSCAR SPACE, LIMA INDIA TANGO ECHO ROMEO ALPHA LIMA LIMA YANKEE SPACE NOVEMBER OSCAR TANGO HOTEL INDIA NOVEMBER GOLF0/7
LIMA ECHO FOXTROT TANGO SPACE ALPHA ROMEO ROMEO OSCAR WHISKEY SPACE SIERRA YANKEE MIKE BRAVO OSCAR LIMA6/5
NOTHING1/2
THERE'S NOTHING1/8
STOP STOP7/5
RIGHT ALL IN WORDS STARTING NOW ONE TWO THREE FOUR4/9
THE PHRASE THE WORD LEFT7/1
LEFT ARROW SYMBOL TWICE THEN THE WORDS RIGHT LEFT RIGHT THEN A RIGHT ARROW SYMBOL5/9
LEFT LEFT RIGHT ← RIGHT →5/7
NO COMMA LITERALLY NOTHING2/4
HOLD ON CRAZY TALK WHILE I DO THIS NEEDY2/1
DisplayAction
THIS ONE IS ALL ARROW SYMBOLS NO WORDS2/8
6/3
THE WORD STOP TWICE9/4
← ← RIGHT LEFT → →6/1
THE PUNCTUATION FULLSTOP9/2
1 3 TOO WITH TWO OS 44/1
THREE WORDS THE PUNCTUATION FULLSTOP9/9
OK WORD FOR WORD LEFT ARROW SYMBOL TWICE THEN THE WORDS RIGHT LEFT RIGHT THEN A RIGHT ARROW SYMBOL6/0
DOT DOT8/6
LEFT ARROW6/8
AFTER I SAY BEEP FIND THIS PHRASE WORD FOR WORD BEEP AN ACTUAL LEFT ARROW7/2
ONE THREE 2 WITH TWO OHS 44/3
LEFT ARROW SYMBOL6/4
AN ACTUAL LEFT ARROW6/2
THAT'S WHAT IT'S SHOWING2/1
THE PHRASE THE WORD NOTHING2/6
THE WORD ONE AND THEN THE NUMBERS 3 2 44/8
ONE 3 2 FOUR3/8
ONE WORD THEN PUNCTUATION. STOP STOP.0/9
THE WORD BLANK0/1
FULLSTOP FULLSTOP8/4

On the Subject of Creation

Let there be life!

  • Combine elements to create a new lifeform!
  • The module contains a display featuring multiple elements, a segment explaining the day #, and a segment explaining the weather.
  • As you create new elements, new icons will appear.
  • Be careful, though, as change in weather can affect the elements you are combining, and may require another element to negate it!
  • Combining a wrong pair of elements will result in a strike and the module will reset.

Using the chart below, determine the starting element based on the weather pattern of Day 1:

Weather Element
Rain Water
Wind Air
Heat Wave Fire
Meteor Shower Earth

Based on the starting element’s position on the display, look up the correct permutation number in the following table:

Upper-Left Upper-Right Bottom-Left Bottom-Right
Water [2] [1] [4] [3]
Air [1] [2] [3] [4]
Earth [4] [3] [1] [2]
Fire [3] [4] [2] [1]
Clear weather has a permutation of [0]

Use this number to determine which lifeform to create.

Bomb has 3 or more battery holders:
If any lit indicators are present, AND all batteries are Double A, the lifeform will be:
[0] Bird | [1] Dinosaur | [2] Turtle | [3] Lizard | [4] Worm
Otherwise, if any lit indicators are present, the lifeform will be:
[0] Dinosaur | [1] Turtle | [2] Lizard | [3] Worm | [4] Bird
Otherwise, if any unlit indicators are present, AND all batteries are D cell, the lifeform will be:
[0] Turtle | [1] Lizard | [2] Worm | [3] Bird | [4] Dinosaur
Otherwise, if any unlit indicators are present, the lifeform will be:
[0] Lizard | [1] Worm | [2] Bird [3] Dinosaur | [4] Turtle
Otherwise, the lifeform will be:
[0] Worm | [1] Bird | [2] Dinosaur | [3] Turtle | [4] Lizard

Bomb has 2 or fewer battery holders:
If there are more port plates than battery holders:
[0] [4] Ghost | [1] Plankton | [2] Seeds | [3] Mushroom
Otherwise, if there are any duplicate ports:
[0] [4] Plankton | [1] Seeds | [2] Mushroom | [3] Ghost
Otherwise, if there are more unlit Indicators than lit Indicators:
[0] [4] Seeds | [1] Mushroom | [2] Ghost | [3] Plankton
Otherwise, the lifeform will be:
[0] [4] Mushroom | [1] Ghost | [2] Plankton | [3] Seeds
Weather Rules:
Check the forecast in the top-left corner of the module, next to “Day #”
If it’s raining, all “Water” must be substituted by “Fire.”
If it’s windy, all “Air” must be substituted by “Earth.”
If there’s a heat wave, all “Fire” must be substituted by “Water.”
If there is a meteor shower, all “Earth” must be substituted by “Air.”
If the weather is clear, then no substitutions are required. Enjoy the sunshine!
GEN. 1 Earth Air Fire Water
Earth Dust Lava Swamp
Air Dust Energy Steam
Fire Lava Energy Alcohol
Water Swamp Steam Alcohol

GEN. 2FireDustSwampEnergyLavaWater
FireAshTarPlasmaGen. 1
DustAshPollenVolcanoCement
SwampTarPollenLifeLily Pad
EnergyPlasmaLife
LavaVolcanoStone
WaterGen. 1CementLily PadStone

GEN. 3SwampLifeStonePlasmaFireWaterAirEarth
SwampBacteriaGen. 2Gen. 2
LifeBacteriaGhostWeedsEgg
StoneMetalSandSand
PlasmaGhost
FireGen. 2MetalGen. 1Gen. 1Gen. 1
WaterGen. 2WeedsSandGen. 1Gen. 1Gen. 1
AirSandGen. 1Gen. 1Gen. 1
EarthEggGen. 1Gen. 1Gen. 1

GEN. 4AirEggEarthSwampWeedsBacteriaWaterLife
AirBirdGen. 1Gen. 1
EggBirdDinosaurLizardSeedsTurtle
EarthGen. 1DinosaurMushroomGen. 1
SwampLizardMossWormGen. 2Gen. 3
WeedsSeedsMushroomMoss
BacteriaWormPlankton
WaterGen. 1TurtleGen. 1Gen. 2PlanktonGen. 3
LifeGen. 3Gen. 3

On the Subject of Cruel Piano Keys

The devil's interval approaches...

See Appendix A for indicator identification reference.
See Appendix B for battery identification reference.
See Appendix C for port identification reference.
See Appendix Piano for piano/keyboard reference.
See the third page for serialism & music terminology reference.

  • A cruel piano keys module will present with 4 musical symbols in the top indicator and a 12-note keyboard to input with.
  • Each rule consists of one or more required symbol(s) and optional further requirements based on the bomb casing.
  • Follow the list of rules down in Table 2 until one matches the criteria for the module and bomb.
  • Then use the lookup criteria to find the prime 12-tone row from Table 1.
  • Then apply the according transformation from Table 2 to the 12-tone row, and execute this final sequence.
  • A failed attempt will require re-entry of the entire note sequence.

Table 1.

# Prime 12-tone Sequence # Prime 12-tone Sequence
0 F D F# G# C B A# C# G E D# A 5 C D# F# D F C# B A G A# E G#
1 A# A C E C# D D# G B F# G# F 6 G# C A# C# E G B D# A D F F#
2 F# B A G# D C G C# F D# E A# 7 E A C# B G G# A# D# F# F C D
3 E D# D F# F A# G# C# C B G A 8 G# D# D E A# C# F# G F A C B
4 D E A A# C B C# G# F F# D# G 9 D# G# C B D C# F# A# F G A E

Table 2.

Required Symbol(s) Further Requirements Lookup Index Transformation
and T 2 or more indicators (lit or unlit) Left-most digit in serial number RI
# or An empty port plate Number of battery holders* P, transpose down by 'x' semitones, where 'x' = number of minutes remaining
U or 2 or more of a certain type of port Least significant digit of number of completed modules I
B and 2 or more port plates 9 minus the number of unlit indicators R
C or c Serial contains 1 or more vowels Least significant digit of number of strikes R, transpose down by 3 semitones
n or m Even number of batteries DVI-D present: 7
Otherwise: 3
P, transpose up by 'x' semitones, where 'x' = number of ports
b or An indicator with no vowels in the label 8 I
or Less than 2 ports 4 R
or (No other requirements) 5 P
If none of these rules apply, refer to the manual for Piano Keys and play the given note sequence according to its rules.

Notes:
*: If the number of battery holders exceeds 9, continually subtract 10 until you have a result in the 0 to 9 range (inclusive).
: If the result is negative, continually add 10 until you have a result in the 0 to 9 range (inclusive).
: The Stereo RCA port does not count as 2 separate ports; the Red & White connectors are part of the same singular port.

Serialism & Music Terminology

To clarify, the note below a C would be a B, and similarly, the note after a B would be a C. The 12 tones on the piano essentially wrap around.

The Prime sequence (or 'P' for short), is the original or base form of the 12-tone row. No transformation takes place.

The Retrograde sequence (or 'R' for short), takes the Prime sequence, but executes it in reverse order. For example, the Retrograde of the Prime row A B C D E would be E D C B A.

The Inverse sequence (or 'I' for short), takes the Prime sequence, but the intervals between the notes are inverted. For example, take the interval from A to B; the interval is +2 semitones, as it takes you 2 semitones to get from A to B (A goes to A# then B). The inversion of this interval would be -2 semitones. Therefore, the inverted sequence would be A then G, as G is -2 semitones away from A (A goes to G# then G).
As an extended example, the Inversion of the Prime row A B C D E would be A G F# E D; the first note always remains the same, and all the other notes get inverted relative to that note.

The Retrograde Inverse sequence (or 'RI' for short), takes the Inverse sequence in Retrograde. For example, the Retrograde Inverse of the Prime row A B C D E would take the Inverse first (which is A G F# E D), and then the Retrograde of this Inverse would be D E F# G A.

Transpositions apply a translation of the tone row up or down by a given number of semitones. For example, the Prime row A B C D E transposed up by 1 semitone would be A# C C# D# F.

An Interval is the tonal distance between two distinct notes and is usually measured in semitones. For example, the interval from G to B is up 4 semitones.

On the Subject of Cryptography

WLMY ETGXFD EQCD ED PQKW WT CMFF EZYDFB.

SEE THE NEXT PAGE FOR AN EXCERPT OF "A CHRISTMAS CAROL".
SEE THE SUBSEQUENT PAGE FOR FREQUENT LETTERS AND WORDS.

This module will display ciphertext which contains a sentence from Charles Dickens' "A Christmas Carol" (aka the plaintext). The plaintext has been encrypted via a substitution cipher, meaning each letter in the alphabet is substituted for a different letter.

  • The letter E will always mean the letter E.
  • Apart from the letter E, no letter can substitute itself.
  • All punctuation has been removed from the ciphertext.
  • Above the display are five keys each with a letter that is found in the plaintext.
  • Once the ciphertext is decrypted, press each key only once, in order that they appear in the plaintext.
  • Entering the incorrect sequence will gain a strike, try the sequence again from the beginning.

NOTE: The meaning of the word colors is currently unknown, however you can safely ignore them.

Excerpt from Charles Dickens' "A Christmas Carol".

Scrooge knew he was dead? Of course he did. How could it be otherwise? Scrooge and he were partners for I don't know how many years. Scrooge was his sole executor, his sole administrator, his sole assign, his sole residuary legatee, his sole friend, and sole mourner. And even Scrooge was not so dreadfully cut up by the sad event, but that he was an excellent man of business on the very day of the funeral, and solemnised it with an undoubted bargain. The mention of Marley's funeral brings me back to the point I started from. There is no doubt that Marley was dead. This must be distinctly understood, or nothing wonderful can come of the story I am going to relate. If we were not perfectly convinced that Hamlet's Father died before the play began, there would be nothing more remarkable in his taking a stroll at night, in an easterly wind, upon his own ramparts, than there would be in any other middle-aged gentleman rashly turning out after dark in a breezy spot -- say Saint Paul's Churchyard for instance -- literally to astonish his son's weak mind.

Scrooge never painted out Old Marley's name. There it stood, years afterwards, above the warehouse door: Scrooge and Marley. The firm was known as Scrooge and Marley. Sometimes people new to the business called Scrooge Scrooge, and sometimes Marley, but he answered to both names. It was all the same to him.

Oh! But he was a tight-fisted hand at the grind-stone, Scrooge! A squeezing, wrenching, grasping, scraping, clutching, covetous, old sinner! Hard and sharp as flint, from which no steel had ever struck out generous fire; secret, and self-contained, and solitary as an oyster. The cold within him froze his old features, nipped his pointed nose, shrivelled his cheek, stiffened his gait; made his eyes red, his thin lips blue and spoke out shrewdly in his grating voice. A frosty rime was on his head, and on his eyebrows, and his wiry chin. He carried his own low temperature always about with him; he iced his office in the dogdays; and didn't thaw it one degree at Christmas.

External heat and cold had little influence on Scrooge. No warmth could warm, no wintry weather chill him. No wind that blew was bitterer than he, no falling snow was more intent upon its purpose, no pelting rain less open to entreaty. Foul weather didn't know where to have him. The heaviest rain, and snow, and hail, and sleet, could boast of the advantage over him in only one respect. They often 'came down' handsomely, and Scrooge never did. Nobody ever stopped him in the street to say, with gladsome looks, `My dear Scrooge, how are you? When will you come to see me?' No beggars implored him to bestow a trifle, no children asked him what it was o'clock, no man or woman ever once in all his life inquired the way to such and such a place, of Scrooge. Even the blind men's dogs appeared to know him; and when they saw him coming on, would tug their owners into doorways and up courts; and then would wag their tails as though they said, `No eye at all is better than an evil eye, dark master!'

But what did Scrooge care! It was the very thing he liked. To edge his way along the crowded paths of life, warning all human sympathy to keep its distance, was what the knowing ones call `nuts' to Scrooge.

Word and Letter Frequency in Charles Dickens' "A Christmas Carol".


Frequent 2 letter words Frequent 3 letter words
  1. 16x TO
  2. 11x NO
  3. 10x HE
  4. 9x IN
  5. 8x OF
  6. 7x IT
  1. 23x AND
  2. 22x THE
  3. 22x HIS
  4. 14x WAS
  5. 11x HIM
  6. 4x OUT
Frequent 4 letter words Frequent 5 letter words
  1. 6x SOLE
  2. 4x THAT
  1. 4x THERE
  2. 4x WOULD
Frequent 6 letter words Frequent 7 letter words
  1. 4x MARLEY
  1. 12x SCROOGE
Frequent 8 letter words Frequent 9 letter words
  1. 2x BUSINESS
  1. 2x SOMETIMES

On the Subject of Curriculum

I want to major in anything that takes this combination of classes together.

  • You have been lazy through your summer vacation, so taking classes quickly became a matter of life and death - literally.
  • On the bomb there is a grid for your schedule, buttons for the five classes you have to take, and a SUBMIT button.
  • The class pairs (shown as columns in the next table) are always on the same button.
  • However, the locations of the buttons are randomized. You should use the first letter of each class to determine which button is which.
  • There is only one class you should be taking in each pair, decided by the following table. (If the character is a letter, simply convert it to its numeric value, A=1, B=2 etc.)
Classes you should take
Serial character in the same position is Even PHYSICS PHILOSOPHY PROGRAMMING LINGUISTICS LOGIC
Odd MATHS LITERATURE ECONOMY MANAGEMENT ELECTRONICS
  • Now that you know which classes to take, you should decide which section of that class you should take.
  • Each class has 3 different sections that are available, each of which has 2-3 lectures throughout the week. Each lecture is shown as a white cell on the grid.
  • Whenever sections of two different classes try to have a lecture on the same slot, it will result in a conflict. These will show up on your schedule marked as red.
  • By default, a proper schedule that you can submit should have zero conflicts.
  • There are also special conditions, and only one of them is effective for your module.
  • Follow the table on the next page to find which condition suits your bomb. Start from the top and whenever you find a fitting condition, stop. Your schedule should accomodate the effects of that condition.
Name Condition Effect
Mathlete Last digit of the serial is 0 Can't take lectures on Tuesday
Party Animal Five or more ports present Can’t take lectures in the last slot of each day
Part-Timer Empty port plate present Can't take lectures on Thursday or Friday
Sleepy Gary No indicators present Can’t take lectures in the first slot of each day
Band Practice Three or more batteries present Can’t take lectures in the second halves of Monday and Wednesday
Freshman Year None of the other conditions apply Can’t take lectures in the second half of Friday
  • Outside of the table, you have a special condition that is always checked called BOOKWORM:
If you have no strikes and at least 1 solved module on the bomb, your schedule can have 1 conflict. CAUTION: Lectures on the conditionally affected hours are not considered conflicts and should be empty regardless of your BOOKWORM situation.
  • There may be more than one correct schedule.
  • When you decide you have taken the correct sections of the correct classes, press the SUBMIT button.
  • You will get a strike if
    • your classes don't match required classes,
    • your schedule doesn't follow the effective condition, or
    • your schedule has too many conflicts.

On the Subject of Double-Oh

A module, please. Shaken, not stirred. Stupid piece of junk; broken display, broken buttons...

  • A display is shown with a two digit number, as well as five buttons. Using the buttons, toggle the display to 00 (located in the center of the below table), then hit the submit button.
  • Four of the five buttons toggle the number in the display. Based on the table below, consisting of a 3×3 grid of smaller 3×3 grids, the buttons will behave in the following fashion:
  • The “↕” button moves to the next position up or down within the current smaller grid, looping if reaching the edge (example: 00 to 85 to 14 to 00)
  • The “↔” button moves to the next position left or right within the current smaller grid, looping if reaching the edge (example: 00 to 56 to 21 to 00)
  • The “⇕” button moves to the same position in the next large 3×3 grid up or down, looping if reaching the edge (example: 00 to 22 to 58 to 00)
  • The “⇔” button moves to the same position in the next large 3×3 grid left or right, looping if reaching the edge (example: 00 to 44 to 65 to 00)
  • The “▣” button is the submit button. Pressing it will disarm the module if 00 is displayed and cause a strike otherwise.

NOTE: This module is old, and the last digit glitches out when the first digit is zero. In addition, the wiring for the buttons is acting up, so the functions of the buttons may be swapped. Fortunately, the strikes from the submit button are only registered by the bomb if the displayed number is less than 10.

6002155736 83487124
8846317022 64075513
7427530541 18863062
5210044385 37612876
3365782100 56124487
4781266814 72500335
0638428463 20751751
2573671658 01348240
1154803277 45236608

On the Subject of Emoji Math

Math is easy. But is it easy when the numbers are in another language? Let’s find out.

Decipher the characters on the display into numbers and solve the answer to the question. Enter the answer with the keypad and press ‘=’ to submit it. Use ‘-’ to toggle the negative sign for negative answers. There’s no delete button so press those buttons carefully!

For example: =(+=( translates to 1+1
The answer to enter is 2.

CharacterNumber
:) 0
=( 1
(: 2
)= 3
:( 4
): 5
=) 6
(= 7
:| 8
|: 9

On the Subject of English Tests

You've lived all your life writing however you wanted without giving a second thought to who would be reading what you misspelled. But now, your life depends on your grammar and orthography, and this bomb is very nitpicky. You should of paid more attention in you're English class.

...Oh, carp.

See Table: Grammar for more information.

  • An English sentence with one italic word or phrase will be displayed on the large LCD display.
  • Your goal is to select the correct word that fills in the blank.
  • If multiple words appear to complete the sentence correctly, remember that this module is a pedantic prescriptivist!
  • There are three rounds. Correctly complete all the sentences to disarm the module.
  • If a mistake is made during the course of the test, the question number will reset to 1.

Table: Grammar

This table contains a brief overview of some grammatical distinctions in English.

The subject is what is doing the action, and the object is what is receiving the action. e.g. In “I buy milk.” I is the subject and milk is the object.

their: belonging to them; there: that place; they're: they are
your: belonging to you; you're: you are
I, he, she, we, they: used in subjects; me, him, her, us, them: used in objects
less: used with uncountable nouns; fewer: used with countable nouns
who: used in subjects; whom: used in objects
defiantly: rebelliously; definitely: without doubt
lead: the metal or the present tense; led: the past tense and past participle
cite: declare a quoted source; site: location; sight: a view or vision
When you don't lay something else down, you lie down.
The past tense of lay is laid. Confusingly, the past tense of lie is lay!

Table: Grammar (Cont'd)

Literally means word for word. If you had “literally died” watching a video, your family and friends would be crying at your funeral about now.
If you write “should of”, “could of”, “would of”, or “might of”, no educated gentleman will take you seriously.
Remember, “I do” is to “I have done” as “I could do” is to “I could have done”. (Exceptions apply, but very very rarely!)
its: belonging to it; it's: it is
capital: main city in a territory, money you put up to borrow something, or THIS KIND OF LETTER; capitol: big building, usually in a capital
affect: usually a verb, but noun when it means “display of emotion”; effect: almost always a noun; impact: physical force
i.e.: short for Latin id est, or “that is”; e.g.: short for Latin exemplī grātiā, or “for example”
peak: summit; peek: sneak a look; pique: excite (usually interest)
allot: partition; a lot: very much; alot: (never correct)
lose: opposite of gain; loose: opposite of tight
than: (used to compare two things); then: at the time, or right after that
complement: when two parts complete each other; compliment: You look good today!
farther: physical distance; further: figurative distance
number: used for countable nouns; amount: used for uncountable nouns
to: used in infinitives or destination; too: as well, or overly; two: 2
accept: This is fine; except: One of these things is not like the others
threw: past tense of “throw”; through: in at one side/end and out at the other
defuse: stop a bomb; diffuse: light softening out. Use "defuse" for tension.
statue: monument; stature: body height; statute: code of law
stationary: completely still; stationery: writing utensils
by: beside, from the mind of, etc.; buy: trade money for goods; bye: see you later

Table: Grammar (Cont'd)

breath: the noun; breathe: the verb
drink: present tense; drank: past tense; drunk: past participle and adjective
discreet: secret or carefully subtle; discrete: separate
seas: plural of sea; sees: a form of “to see”; seize: to grab or take by force; C’s: more than one C
weather: condition of the outside air; whether: if it is or if it isn't
raise: to make something go up; rays: narrow beams of light; raze: get rid of hair with a razor, or similarly destroy a wide area
wander: frolic; wonder: ponder
die: stop living, or a small cube for randomness; dice: more than one die
meat: flesh; meet: to see someone else; mete: to deal out something unpleasant
palate: roof of your mouth; palette: board to mix paint on, or a combination of colors; pallet: plates that cargo gets placed on
In this module, racket: a loud noise; racquet: a netted stick or paddle with which to hit a ball. (Especially in US English, racket can be used for both senses.)
perfect: 100% good or correct; prefect: person in a position of power, like an official or a heir

Other pairs/sets of words include: ad/add, aloud/allowed, altar/alter, arc/ark, baited/bated, base/bass, blew/blue, brake/break, carat/caret/carrot/karat, ceiling/sealing, cent/scent/sent, cereal/serial, choral/coral/corral, coarse/course, creak/creek, dear/deer, discussed/disgust, elicit/illicit, everyday/every day, faint/feint, faze/phase, find/fined, flair/flare, flea/flee, gait/gate, idle/idol/idyll, lighting/lightning/lightening, loan/lone/lend, oar/or/ore, pail/pale, pair/pare/pear, poor/pore/pour, praise/prays/preys, precedence/precedents/presidents, right/rite/wright/write, road/rode/rowed, ring/wring, role/roll, seam/seem, stairs/stares, steal/steel, straight/strait, though/thought/through/thorough, vain/vane/vein, vary/very, wait/weight, and weak/week.

For lack of space, the differences for these words have been omitted, but they should be fairly common knowledge to most English speakers.

See Appendix Grammar for more detailed information.

On the Subject of Extended Passwords

AAAAAA. No? AAAAAC. Wait, did we do "AAAAAB"? *sigh* AAAAAA...

  • The buttons above and below each letter will cycle through the possibilities for that position.
  • Only one combination of the available letters will match a password below.
  • Press the submit button once the correct word has been set.
  • The passwords are now length 6, and there's more passwords in total; 52 to be exact, upgraded from just 30.
adjust anchor bowtie button
cipher corner dampen demote
enlist evolve forget finish
geyser global hammer helium
ignite indigo jigsaw juliet
karate keypad lambda listen
matter memory nebula nickel
overdo oxygen peanut photon
quartz quebec resist riddle
sierra strike teapot twenty
untold ultima victor violet
wither wrench xenons xylose
yellow yogurt zenith zodiac

On the Subject of Fast Math

Gotta go fast!

  • Two letters will be displayed on the screen. Use the number pad, then the submit button to disarm the module. The module will have 3 - 5 stages before being disarmed.
  • Press the "GO!" button to start. You have 10 seconds to submit the two digits answer. (The time can be changed in the Mod settings file.)
  • If the countdown meter reaches 0, a strike will be recorded, and the module will reset.
  • Once a stage is complete, the timer will restart, and two new letters will show on the display.
  • Follow these rules before submitting your answer:
    • If there is a lit MSA indicator, add 20 to your number.
    • If there is a serial port present, add 14 to your number.
    • If the serial number contains a letter F, A, S or T, subtract 5 from your number.
    • If there is an RJ-45 port present, add 27 to your number.
    • If the bomb has more than 3 batteries, subtract 15 from your number.
  • If the total number is greater than 99, use the last two digits of the total number. If the total number is less than 0, add 50 to the total number.
Right letter: A B C D E G K N P S T X Z
Left letter: A 25 11 53 97 02 42 51 97 12 86 55 73 33
B 54 07 32 19 84 33 27 78 26 46 09 13 58
C 86 37 44 01 05 26 93 49 18 69 23 40 22
D 54 28 77 93 11 00 35 61 27 48 13 72 80
E 99 36 23 95 67 05 26 17 44 60 26 41 67
G 74 95 03 04 56 23 54 29 52 38 10 76 98
K 88 46 37 96 02 52 81 37 12 70 14 36 78
N 54 43 12 65 94 03 47 23 16 62 73 46 21
P 07 33 26 01 67 26 27 77 83 14 27 93 09
S 63 64 94 27 48 84 33 10 16 74 43 99 04
T 35 39 03 25 47 62 38 45 88 48 34 31 27
X 67 30 27 71 09 11 44 37 18 40 32 15 78
Z 13 23 26 85 92 12 73 56 81 07 75 47 99

On the Subject of Faulty Backgrounds

I don’t know if this counts as faulty... or just plain mean.

This module at first looks like a Backgrounds module, except there are two ‘Push Me’ buttons. One of them is the correct color, the other is not. Follow the rules below to determine which button is correct.

  1. If one of the buttons does not affect the counter, that button is fake.
  2. Otherwise, if one of the buttons matches the color of the background, the button that doesn’t match is a fake.
  3. Otherwise, if one of the buttons says “BUSH ME!” the left button is a fake.
  4. Otherwise, if one of the buttons says “PUSH NE!” the right button is a fake.
  5. Otherwise, if one of the buttons says “PUSH HE!” that button is a fake.
  6. Otherwise, if one of the buttons says “PUSH SHE!” the other button is fake.
  7. Otherwise, if all the even digits of the counter don’t show up, the left button is fake.
  8. Otherwise, if all the odd digits of the counter don’t show up, the right button is fake.
  9. Otherwise, if only 5 doesn’t show up on the counter and one button is black that button is a fake.
  10. Otherwise, if the last digit of the serial is even, the right button is fake.
  11. Otherwise, the left button is fake.

Once you’ve determined which button is the fake, follow the instructions in the regular Backgrounds manual.

On the Subject of Festive Piano Keys

Let's all gather round for a family sing-a-long!

See Appendix A for indicator identification reference.
See Appendix B for battery identification reference.
See Appendix C for port identification reference.
See Appendix Piano for piano/keyboard reference.

  • A festive piano keys module will present with 3 musical symbols in the top indicator and a 12-note keyboard to input with; This will be different to the regular piano keys module by a different backing color.
  • Each rule consists of one or more required symbol(s) and optional further requirements based on the bomb casing.
  • Follow the list of rules down until one matches the criteria for the module; then execute the sequence of notes listed.
  • A failed attempt will require re-entry of the entire note sequence.
Required Symbol(s) Further Requirements Note Sequence
" More even digits in the serial number than odd Eb F Eb C Ab F Eb
% or x Any duplicate characters or digits in serial number C# B A F# G# A G# F#
m and * (No other requirements) G A G E G A G E
v or At most 2 types of port Eb Eb Db Ab Eb Eb F Db
^ Lit indicator with vowel B A G Eb D A B A G
or x 3 or more AA batteries F# G A A D B A G E D
w and (No other requirements) G E F G C B C D C B A G
> or ^ or v Serial number contains 1 or 9 G G G G G G G Bb Eb F G
% or B or " (No other requirements) D D D C# C# C# B C# B F#
(No requirement) (No other requirements) Bb A Bb G
(Play sequence x times, where x equals largest digit in serial + 1)

On the Subject of FizzBuzz

Why put a classic schoolyard game on a bomb? Wait... that's odd...

  • This module has three displays, each with a seven-digit number.
  • For each number, find the column corresponding to the color of the number in the table below. Go through that column and take a note of each integer whose condition applies.
  • Take the sum of these integers to get a number. Take this number and add it to each digit of the displayed number to get a new seven-digit (or less if the first few digits are zeros) number. Be sure to disregard any carry digits you get when performing this operation.
  • If the new number is not divisible by three or five, do nothing.
    If the new number is divisible by three and not five, use the button to change the display to "FIZZ".
    If the new number is divisible by five and not three, use the button to change the display to "BUZZ".
    If the new number is divisible by both five and three, use the button to change the display to "FIZZBUZZ"
  • Finally, repeat for the remaining numbers and press "SUBMIT" once all three numbers' displays are correct.
Condition red green blue yellow white
3 or more battery holders are present on the bomb. 73245
At least one Serial and Parallel port are present on the bomb. 34928
3 letters and 3 digits are present in the serial number. 45882
At least one DVI-D and Stereo RCA port are present on the bomb.23791
2 or more strikes are present on the bomb. 66128
5 or more batteries are present on the bomb. 12253
None of the above apply. 31834

On the Subject of Flags

I hope you're good at geography as this is a flag quiz that doesn't make any sense!

The module consists of a screen with a main flag, a screen with 7 flags that can be navigated using the left and right buttons, and a screen displaying a number between 1 and 7.

Submitting a wrong flag will incur a strike. Submitting the correct flag will disarm the module.

First, sort the 7 flags by applying the first rule that follows its condition:

  • If the main country is in North America, and there are no lit indicators, sort the 7 flags by their country name in alphabetical order.
  • Otherwise, if the main country's dial code is higher than 100, and there is an RJ-45 port, sort the 7 flags by their dial code in numerical order.
  • Otherwise, if the main country's name contains the last letter of its currency, sort the 7 flags by their ISO code in alphabetical order.
  • Otherwise, if the main country's capital has more than 9 letters, sort the 7 flags by their capital in alphabetical order.
  • Otherwise, if the main country is in Europe, and its currency is not EUR, sort the 7 flags by their continent in alphabetical order.
  • Otherwise, if there is a country in the 7 flags with the same continent as the main country's, sort the 7 flags by their currency in alphabetical order.
  • Otherwise, sort the 7 flags by their country name in alphabetical order.

If there are any flags that have the same information, sort the flags with duplicate information by their country name in alphabetical order.

A number will be displayed at the top right. After sorting the flags, submit the flag in the position of the displayed number in your sorted list of flags.

BUT if there is an unlit BOB indicator, and the serial number contains any character from the phrase "WHITE FLAG" while France is in the 7 flags, ignore all above instructions and simply submit the flag of France.

Use the table in the next pages to get information about flags and countries.

Flag Country Continent Capital Currency ISO Code Dial Code
Algeria North Africa Algiers DZD DZA +213
Australia Oceania Canberra AUD AUS +61
Austria Europe Vienna EUR AUT +43
Belgium Europe Brussels EUR BEL +32
Brazil South America Brasília BRL BRA +55
Canada North America Ottawa CAD CAN +1
Chile South America Santiago CLP CHL +56
China East Asia Beijing CNY CHN +86
Colombia South America Bogotá COP COL +57
Cuba North America Havana CUP CUB +53
Czech Republic Europe Prague CZK CZE +420
Denmark Europe Copenhagen DKK DNK +45
Finland Europe Helsinki EUR FIN +358
France Europe Paris EUR FRA +33
Germany Europe Berlin EUR DEU +49
Greenland North America Nuuk DKK GRL +299
Iceland Europe Reykjavík ISK ISL +354
India South Asia New Delhi INR IND +91
Flag Country Continent Capital Currency ISO Code Dial Code
Japan East Asia Tokyo JPY JPN +81
Mexico North America Mexico City MXN MEX +52
Morocco North Africa Rabat MAD MAR +212
Netherlands Europe Amsterdam EUR NLD +31
New Zealand Oceania Wellington NZD NZL +64
Norway Europe Oslo NOK NOR +47
Panama Central America Panama City PAB PAN +507
Peru South America Lima PEN PER +51
Poland Europe Warsaw PLN POL +48
Samoa Oceania Apia WST WSM +685
Senegal West Africa Dakar XOF SEN +221
South Korea East Asia Seoul KRW KOR +82
Spain Europe Madrid EUR ESP +34
Sudan North Africa Khartoum SDG SDN +249
Sweden Europe Stockholm SEK SWE +46
Thailand Southeast Asia Bangkok THB THA +66
United Kingdom Europe London GBP GBR +44
United States North America Washington, D.C. USD USA +1

On the Subject of Follow the Leader

Child’s play. Just follow the leader. Only if you fail to follow, the penalty is somewhat more explosive.

This module contains 8-12 wires connecting numerically labeled plugs in a loop. Each wire leads from one plug to another plug in clockwise order. In this manual, wires are numbered according to the plug they lead from; a wire from plug 1 to plug 2 is considered to be “wire 1”, while a wire from plug 12 to plug 1 is considered to be “wire 12”.

Progress through the module by first cutting the starting wire, then cutting each applicable wire in the order of the sequence. Each wire will need to be either cut or left uncut based on the state of the previous wire(s) in the sequence. Avoid cutting wires out of sequence.

Determining the starting wire

Follow the first rule below that applies:

  1. If an RJ-45 port is present and there is a wire leading from plug 4 directly to plug 5, begin at that wire.
  2. Otherwise, if there is a wire that begins at a plug matching the number of batteries on the bomb, begin with that wire.
  3. Otherwise, if there is a wire that begins at a plug matching the first numeral of the serial number, begin at that wire.
  4. Otherwise, if there is a lit indicator with the label CLR, disregard all further instructions and cut all wires present on this module in descending numerical order.
  5. If none of the above apply, the starting wire is the wire earliest in numerical order.

Cutting wires

  • Always cut the wire at the starting plug. Then progress to the next wire.
  • From this position, cut the wires as directed by the steps in the following table. The starting step corresponds to the first letter in the serial number. If the serial number contains no letters, begin at step A.
  • When progressing to the next wire, also progress to the next step alphabetically in the table to determine whether to cut the wire.
  • “Previous wire(s)” may refer to wires beyond the original starting position in the sequence.
  • If the wire at the starting plug is red, green, or white, progress through the steps in reverse alphabetical order instead.
Step Cut this wire if:
A or N The previous wire is not yellow or blue or green.
B or O The previous wire leads to an even numbered plug.
C or P The previous wire should be cut.
D or Q The previous wire is red or blue or black.
E or R At least two of the previous three wires share a color.
F or S Exactly one of the previous two wires is the same color as this wire.
G or T The previous wire is yellow or white or green.
H or U The previous wire should not be cut.
I or V The previous wire skips a plug.
J or W The previous wire is not white or black or red.
K or X The previous two wires are different colors.
L or Y The previous wire does not lead to a position labeled 6 or less.
M or Z Exactly one or neither of the previous two wires are white or black.

On the Subject of Foreign Exchange Rates

If bombs were stock brokers...

Defusing this module requires the expert to have a device that can connect to the World Wide Web.

This module has the ability to connect to the internet and query the state of foreign exchange rates. There should be a three times three grid of keys, each with a light emitting diode. DO NOT PRESS ANY KEY ON THIS MODULE WHILE THE LIGHT EMITTING DIODES ARE FLASHING IN SEQUENCE.

The keys are grouped by rows:

Top row: ISO 4217 alphabetic code for the base currency.[1][2]
Middle row: ISO 4217 alphabetic code for the target currency.[1][2]
Bottom row: Value of currency to convert.

All light emitting diodes have turned green:

Enter the following uniform resource locator into your internet capable device:
https://api.exchangerate.host/latest?base=XXX&symbols=YYY
Replace XXX with the ISO 4217 alphabetic code for the base currency.
Replace YYY with the ISO 4217 alphabetic code for the target currency.
You will receive data in a Javascript object notation format, look for {"YYY": NUMBER}, where NUMBER will be the exchange rate. Using the exchange rate, convert the number in the bottom row to the target currency, round that number down and take note of the 2nd digit from the left[4]. Press the Nth key where N is the noted number (count keys from left to right, top to bottom)[5].

All light emitting diodes have turned red:

In this case the module failed to query today's currency rates. Get the ISO 4217 numeric code for the target currency's country and take note the 2nd digit from the right. Press the Nth key where N is the noted number (count keys from left to right, top to bottom)[5].

[1]: If there is more than one battery on the bomb, the base currency code and target currency code is swapped.
[2]: This may instead be the ISO 4217 numeric code.
[3]: Note the currency rates are updated around 4PM CET.
[4]: In the case the converted currency is less than 10, the noted number is 0.
[5]: In the case the noted number is 0, press the top left key.

See Appendix ISO 4217 for currency codes reference.

On the Subject of Forget Me Not

This one likes attention, but not too much attention.

  • The main display will update on each solve of a non-ignored module. The current display stage is shown on the smaller display.
  • Add the displayed number to the corresponding number gained from the chart below, and record the least significant digit from the total. This is the calculated number for that stage.
  • When all other non-ignored modules have been completed, the display will turn blank.
  • Press the calculated numbers on the keypad in the order they were obtained.
  • If an incorrect calculated number is entered, the button for the displayed number for that stage turns green.
First number:
  • If the bomb has an unlit CAR indicator, the number is 2.
  • Otherwise, if the bomb has more unlit indicators than lit indicators, the number is 7.
  • Otherwise, if the bomb has no unlit indicators, the number is the number of lit indicators.
  • Otherwise, the number is the last digit of the serial.
Second number:
  • If the bomb has a serial port and 3 or more digits in the serial, the number is 3.
  • Otherwise, if the previous calculated number was even, the number is the previous calculated number plus 1.
  • Otherwise, the number is the previous calculated number minus 1.
All other numbers:
  • If either of the previous two calculated numbers were 0, the number is the largest digit in the serial.
  • Otherwise, if both of the previous two calculated numbers were even, the number is the smallest odd digit in the serial, or 9 if no such digit exists.
  • Otherwise, the number is the most significant digit of the sum of the previous two calculated numbers.

On the MagicXXXXXXXSubject of Friendship

Hey. I could defuse this bomb in ten seconds flat.

  • Locate the friendship symbols from the display in the following table.
  • Out of the symbols indicating columns, disregard the one furthest left on the display that isn’t exactly above or below any other friendship symbol on the display.
  • Out of the symbols indicating rows, disregard the one furthest up on the display that isn’t on the same height as any other friendship symbol on the display.
  • Select one of the Elements of Harmony located at the intersections of the remaining rows and columns.
JGUKV8LCH4WPMR
7S8UNJ9YFPQCR4
QRH4F7JE8TN9AX
D3SHUETPVJLA47
AF3TMPRWSXUNGB
VKGPQDUL3HMREC
49TFBXDUY3RLHM
G49J83XKAYSW7D
KTFBJQ3SECPUWL
SMAC7HEBGFVXLN
87VL9RKDTQBYXA
W84QGYVT7N3BCP
MAW9HKYJNDXE8F
YNBGWSMQK9CVDE
A = Altruism
B = Amicability
C = Authenticity
D = Benevolence
E = Caring
F = Charitableness
G = Compassion
H = Conscientiousness
J = Consideration
K = Courage
L = Fairness
M = Flexibility
N = Generosity
P = Helpfulness
Q = Honesty
R = Inspiration
S = Kindness
T = Laughter
U = Loyalty
V = Open-mindedness
W = Patience
X = Resoluteness
Y = Selflessness
3 = Sincerity
4 = Solidarity
7 = Support
8 = Sympathy
9 = Thoughtfulness

On the Subject of Cruel Game of Life

Live a colorful life, they say. They’re wrong. Colors just make life cruel.

The module will display a grid of squares colored either black, white, red, orange, yellow, green, blue, purple or brown. To defuse this module, the rules of Conway’s Game of Life (shown in table A) will need to be applied to the grid once. Note that the rules need to be applied to all the squares at the same time for each generation.

The state of each square can be toggled by clicking on it. Note that colored squares are to be converted into either black or white, according to table B, before applying the rules from table A. Black and White are not considered colors.

  • If the square isn’t flashing, simply use the rule from Table B.
  • If the square is flashing one color, turn the square black if the rule applies and white if it doesn’t.
  • If the square is flashing 2 primary colors, use the rule for the mixture of 2 colors.
  • If the square is flashing a primary color and a secondary color, and the secondary color contains the primary color as its component, use the rule for the primary color, otherwise use the rules for the secondary color.
  • If the square is flashing 2 secondary colors, use the rules for the primary color that is a component of both flashing colors.
  • If the square is flashing 2 colors and one of them is brown, use the rule for brown if the last digit of the serial number is even, otherwise use the rule for the other color.

Entering the correct final configuration by pressing Submit will solve the module. Entering the wrong configuration this way will induce a strike. At any time, by pressing Reset, the module will return to its initial state.

BUT if the bomb has exactly 6 batteries in 3 holders, and an unlit BOB, ignore all the rules. Bob has returned to help you once again. Just press the Submit button during the initial state. Thanks, Bob!

Table A
A square is considered neighbouring if it is adjacent to another square, including diagonally.

If square is black:
White neighbouring squares < 3 or > 3 Stay black
White neighbouring squares = 3 Turn white
If square is white:
White neighbouring squares < 2 or > 3 Turn black
White neighbouring squares = 2 or = 3 Stay white

Table B
Color of square: Turns white if:
Red At least one strike*, unless there are no batteries
Orange Less than half of the bomb’s original time limit is displayed on the timer*, unless a CAR indicator is present
Yellow There are more lit than unlit indicators, unless an RJ-45 port is present
Green Even number of solved modules*, unless a CLR indicator is present
Blue Serial number contains at least one letter in common with the word “Sea” or “Sky”, unless an SND indicator is present
Purple There are more unlit than lit indicators, unless there are at least 4 batteries
Brown There are at least 3 different port types, unless there are no indicators
* Calculated when Submit is pressed
Appendix: primary and secondary colors
  • Primary colors are red, blue and yellow
  • Secondary colors are purple, green and orange
  • Mixing red and blue makes purple
  • Mixing blue and yellow makes green
  • Mixing red and yellow makes orange
  • Mixing all 3 primary colors makes brown

On the Subject of Game of Life Simple

Solving this module is a matter of life and death!

The module will display a grid of squares colored either black or white. To defuse this module, the rules of Conway’s Game of Life (shown below) will need to be applied to the grid once. Note that the rules need to be applied to all the squares at the same time for each generation.

The state of each square can be toggled by clicking on it.

Entering the correct final configuration by pressing Submit will solve the module. Entering the wrong configuration this way will induce a strike.
At any time, by pressing Reset, the module will return to its initial state.

A square is considered neighbouring if it is adjacent to another square, including diagonally.

If square is black:
White neighbouring squares < 3 or > 3 Stay black
White neighbouring squares = 3 Turn white
If square is white:
White neighbouring squares < 2 or > 3 Turn black
White neighbouring squares = 2 or = 3 Stay white

On the Subject of Gridlock

Even a traffic jam isn’t this stop and go.

  • A four by four grid is shown, with squares marked with colors and/or shapes.
  • The starting position is the square marked with a star.
  • Using the first table on the next page, find the direction indicated by the star and the color of that square.
  • The next position is the square 1 space in the direction indicated by the table lookup.
  • Press the NEXT button. This will change the information displayed on the module.
  • Continue finding positions using the following rules:
    • If the current square on the module has an arrow, move in the direction indicated by the arrow.
    • If the current square is colored, use the first table to look up the direction to move based on the symbol and color in the square, and press the NEXT button.
    • If the current square on the module is blank, find the table marked with the same color as the last colored square used, and move in the direction indicated based on the current position.
  • If at any point, a movement would result in landing on a previously occupied position, continue in the same direction until you land on an as-yet unused position.
  • The grid loops around, such that an upward movement from the top row will move to the bottom row of the same column, and likewise for left/right movement off the grid, or diagonal movement off the grid (for example, moving north-east from A1 leads to B4.)
  • At some point, an instruction will result in a gridlock, where all possible positions valid to move to have already been used.
  • The square that gave that movement is the solution. Hitting that square on the grid will disarm the module.
  • Hitting any other square in the grid will result in a strike and the module returning to its initial state.
  • The page number in the bottom-right of the module displays which set of symbols the module is currently showing. In some cases it may be necessary to loop back to the first page while solving the module.
Movement Blue Green Yellow Red
BLUE A B C D
1
2
3
4
GREEN A B C D
1
2
3
4
YELLOW A B C D
1
2
3
4
RED A B C D
1
2
3
4

On the Subject of Hexamazes

Dammit Jim, I’m a doctor, not a honeybee!

redyellowgreencyanbluepink

Find the submaze of side length 4 with matching markings. The submaze on the bomb (and its markings) may be a rotation of the maze as it is shown above.

Refer to the color chart in the top left and navigate the pawn out of the submaze through an exit on the side indicated by the pawn’s color.

Warning: Do not cross the lines shown in the maze. These lines are invisible on the bomb.

On the Subject of Human Resources

Just like management... ignore the problem about to blow up, and care more about the small details like personnel.

The module will show 10 employees, half current employees (green), and half applicants (red). It will also show 5 personality types in a combination of red and green.

First, an employee needs to be terminated, due to repeated complaints. The 3 personality types in red are descriptors used in those complaints. For each descriptor, use the table to find out which MBTI personality type[1] matches that descriptor.

Consider each of the four traits measured by the MBTI types. If the same trait is shared by all three descriptors (e.g., they all have E for the first classification), that trait is REQUIRED. If the trait differs between the 3, the more common trait is PREFERRED.

Of all current employees, terminate the employee having the most REQUIRED traits. If multiple employees have the most REQUIRED traits, of those employees ONLY, terminate the employee with the most PREFERRED traits. If there is still a tie, any such employee may be terminated. Terminate an employee by selecting them, and hitting the Hire/Fire button.

After termination, a new applicant must be hired to keep counts up. The same process used to terminate an employee will be followed to find the applicant (red) to hire — using the 2 personality types in green, in addition to the personality type of the employee terminated, instead of the red ones.

Person MBTI Type Descriptor Person MBTI Type Descriptor
RebeccaINTJIntellectualAshleyENTJDirector
DamianINTPDeviserTimENTPDesigner
JeanINFJConfidantEliottENFJEducator
MikeINFPHelperUrsulaENFPAdvocate
RiverISTJAuditorSilasESTJManager
SamuelISTPInnovatorNoahESTPShowman
YoshiISFJDefenderQuinnESFJContributor
CalebISFPChameleonDylanESFPEntertainer

[1] https://en.wikipedia.org/wiki/Myers%E2%80%93Briggs_Type_Indicator

On the Subject of Hunting

Are you the hunter? Or are you the hunted?

Table A
1 2
3 4
Table B
4 3
2 1

The two pictograms on the display on the module's upper left correspond to the row and column of a grid entry in the below table. This grid entry indicates one decoy. Use the appropriate Table as described below to determine the actual decoy pictogram.

In each later stage, an additional pair of row and column pictograms is displayed to indicate another decoy in addition to the earlier grid entries. In the last stage there will be four grid entries to reference in total.

To progress to the next stage, press any button not labeled with a decoy. The module is disarmed after the fourth stage is complete. Pressing a button labeled with a decoy resets the module.

If the current stage's column pictogram appears to the left of the row pictogram, use Table A on the right to determine which position all of the grid entries use this stage to determine the decoy pictograms. Otherwise, use Table B. The numbers in the tables refer to the current stage.

On the Subject of Ice Cream

Simon screams for ice cream!

  • The module has a display with a customer's name, and a display with five types of ice cream.
  • Using the table, determine the allergies of the customer.
  • Go through the first applicable flavour list below and select the first ice cream flavour that the customer is not allergic to which is also currently available in the flavour list on the bomb. All flavours are made out of real ingredients.
  • Press the 'sell' button once the correct ice cream flavour is selected. Repeat for all three customers.
  • Note that the ice cream parlour is not open all day! Only sell ice cream on even-numbered minutes! Selling ice cream on an odd-numbered minute causes a strike.

Recipes for Ice Cream Flavours:

  • Tutti Frutti: Vanilla Flavour, Fruit Pieces*.
  • Rocky Road: Chocolate Flavour, Nuts, Marshmallows.
  • Raspberry Ripple: Vanilla Flavour, Raspberry Sauce.
  • Double Chocolate: Chocolate Flavour, Chocolate Chips.
  • Double Strawberry: Strawberry Flavour, Strawberries.
  • Cookies and Cream: Vanilla Flavour, Cookies.
  • Neapolitan: Strawberry Flavour, Chocolate Flavour, Vanilla Flavour.
  • Mint Chocolate Chip: Mint Flavour, Chocolate Chips.
  • The Classic: Vanilla Flavour, Chocolate Sauce, Cherry.
  • Vanilla: Vanilla Flavour.

Allergy Converter**:

  • Chocolate: 0
  • Strawberry: 1
  • Raspberry: 2
  • Nuts: 3
  • Cookies: 4
  • Mint: 5
  • Fruit: 6***
  • Cherry: 7
  • Marshmallows: 8

* Fruit pieces include strawberries, bananas, cherries, and raspberries.

** None of the customers are allergic to vanilla flavouring.

*** Having a fruit allergy implies you are also allergic to strawberries, raspberries, and cherries.

To find out which ingredients the customer is allergic to, use the allergy table.

The rows are the customers, and the columns are the last digit of the serial number.

Allergy Table:

0-1 2-3 4-5 6-7 8-9
Mike 1-5-0 6-8-3 0-7-1 4-3-2 3-6-1
Tim 0-8-3 2-1-4 4-3-5 2-6-7 1-4-3
Tom 8-4-5 1-6-7 2-5-6 3-7-5 3-6-1
Dave 2-6-7 0-1-4 8-2-3 7-8-1 5-7-3
Adam 3-4-1 3-6-2 0-2-1 2-4-7 8-5-6
Cheryl 1-6-3 7-5-2 1-4-5 4-2-0 3-7-5
Sean 4-6-1 2-3-6 1-5-7 6-8-2 2-7-4
Ashley 6-2-5 4-1-7 0-8-2 1-2-6 3-6-7
Jessica 4-2-6 1-2-3 0-3-4 6-5-0 4-7-8
Taylor 6-3-5 5-1-2 4-2-6 7-1-0 3-7-2
Simon 0-3-5 1-6-4 5-4-8 2-0-7 7-3-6
Sally 4-6-3 1-0-2 6-7-4 2-5-8 0-3-1
Jade 3-7-1 0-8-2 7-1-3 6-7-8 4-5-1
Sam 2-4-1 7-8-0 3-4-6 1-0-3 6-5-2
Gary 1-2-5 6-8-0 3-2-1 7-4-5 1-8-4
Victor 0-3-1 2-5-7 3-4-6 6-7-1 5-3-0
George 8-1-2 6-4-8 0-4-3 1-6-4 3-2-5
Jacob 7-3-2 1-5-6 5-4-7 3-4-0 6-2-1
Pat 5-6-2 1-3-6 3-4-7 2-0-5 8-1-3
Bob 5-6-8 2-1-0 4-8-2 4-2-5 0-5-1

To find out which flavours to sell to the customer first, use the following table of flavour lists.

Read the table in normal reading order (left to right, then top to bottom) and choose the first applicable list.

Flavour List Table:

If there are more lit than unlit indicators: Otherwise, if there is an empty port plate present on the bomb:
  • Cookies and Cream
  • Neapolitan
  • Tutti Frutti
  • The Classic
  • Rocky Road
  • Double Chocolate
  • Mint Chocolate Chip
  • Double Strawberry
  • Raspberry Ripple
  • Vanilla
  • Double Chocolate
  • Mint Chocolate Chip
  • Neapolitan
  • Rocky Road
  • Tutti Frutti
  • Double Strawberry
  • Cookies and Cream
  • Raspberry Ripple
  • The Classic
  • Vanilla
Otherwise, if there are 3 or more batteries: Otherwise:
  • Neapolitan
  • Tutti Frutti
  • Cookies and Cream
  • Raspberry Ripple
  • Double Strawberry
  • Mint Chocolate Chip
  • Double Chocolate
  • The Classic
  • Rocky Road
  • Vanilla
  • Double Strawberry
  • Cookies and Cream
  • Rocky Road
  • The Classic
  • Neapolitan
  • Double Chocolate
  • Tutti Frutti
  • Raspberry Ripple
  • Mint Chocolate Chip
  • Vanilla

On the Subject of Identity Parade

Time to turn detective; there's a criminal on the loose.

The module consists of four displays and a convict button.

The guilty suspect is the only person for whom all three character traits will appear.

Correctly identify the guilty suspect and their character traits, set the displays and press the convict button to disarm the module.


Suspect Name Hair Colour Build Attire
Andy Brown Hunched Suit
Ben Grey Tall T-shirt
Chrissie Red Hunched Hoodie
Dylan Blonde Short Tank top
Eddie Grey Slim Suit
Fiona Brown Tall Hoodie
Gemma Grey Short Blazer
Harriet Black Fat T-shirt
Ian White Tall Jumper
James Red Muscular Tank top
Kayleigh White Short Tank top
Louise Blonde Fat Suit
Megan Brown Slim Blazer
Nate Red Fat Jumper
Oscar Black Slim Hoodie
Penny Blonde Muscular T-shirt
Quentin White Hunched Blazer
Rhiannon Black Muscular Jumper

On the Subject of Keypads

I'm not sure what these symbols are, but I suspect they have something to do with occult.

  • Only one column below has all four of the symbols from the keypad.
  • Press the four buttons in the order their symbols appear from top to bottom within that column.


On the Subject of Laundry

Sorting and folding are the least of your worries.

All the messes from the previous explosions must be cleaned up. Using the Laundry Symbol Reference L4UHDR9 and the rules below, determine the correct setting on the machine panel. Once satisfied, insert a coin. On error, a sock will be lost, and a strike gained.

Determine the piece of clothing that has to be cleaned with the tables below. For all values higher than 5, subtract 6 from the total until the new number is less than 6. For all negative values, add 6 until you have a value between 0–5.

  • The Clothing Item (table L41) is determined by the number of unsolved modules (excluding needy modules) + total amount of indicators.
  • The Item Material (table L42) is determined by the total number of ports + the number of solved modules – battery holders.
  • The Item Color (table L43) is determined by the last digit of serial number + batteries.

Use washing instructions based on the material, drying instructions based on the color, and use ironing and special instructions based on the item. But, prioritize the following rules from top to bottom:

  • If the color is Clouded Pearl ALWAYS use non-chlorine bleach.
  • If the item is made out of leather, or in the color Jade Cluster, it can’t go above 120°F. To be safe ALWAYS wash at 80°F.
  • If the item is a corset or the material is corduroy then use special instructions based on material.
  • If the material is wool or the color is Star Lemon Quartz ALWAYS dry with high heat.
  • If a letter of the clothing material matches a letter in your serial code, then the color takes over the special instructions.
  • BUT if there are exactly 4 batteries in 2 holders and a there is a lit BOB indicator, ignore all other rules. Bob did the work for you. Just throw in the coin. Thanks BOB.

Input the solution through putting The Washing Symbol top-left, The Drying top-right, Ironing on the top display and Special on the bottom display.

Table L41: Clothing Item Reference

CLOTHING ITEM WASHING DRYING IRONING SPECIAL
0 Corset 140°F Dry Flat 2 dots
1 Shirt 105°F No steam No Tetrachlorethylene
2 Skirt 30°C Hang To Dry Reduced Moisture
3 Skort Tumble Dry 3 Dots Circle Top Left
4 Shorts Do Not Wring Shade 150°C
5 Scarf 95°C Dry Do not Dry Clean

Table L42: Clothing Material Reference

CLOTHING MATERIAL WASHING DRYING IRONING SPECIAL
0 Polyester 50°C No Heat 2 dots
1 Cotton Medium Heat Iron Do Not Dry Clean
2 Wool Handwash 390°F Reduced Moisture
3 Nylon 30°C Drip Dry Low Heat
4 Corduroy 105°F 110°C W
5 Leather Do Not Wash Do Not Dry Do Not Iron

Table L43: Clothing Color Reference

CLOTHING COLOR WASHING DRYING IRONING SPECIAL
0 Ruby Fountain 140°F Do Not Iron
1 Star Lemon Quartz Dry Flat Iron
2 Sapphire Springs 80°F Tumble Dry
3 Jade Cluster 30°C 300°F
4 Clouded Pearl Low Heat No steam
5 Malinite 60°C Medium Heat

Laundry Symbol Reference

machine wash
permanent
press
machine wash
gentle or
delicate
hand
wash
do not
wash
30°C
or 80°F
40°C
or 105°F
50°C
or 120°F
60°C
or 140°F
70°C
or 160°F
95°C
or 200°F
30°C
or 80°F
40°C
or 105°F
50°C
or 120°F
60°C
or 140°F
70°C
or 160°F
95°C
or 200°F
do not
wring
tumble dry
low heat
medium heat
high heat
no heat
hang to dry
drip dry
dry flat
dry
in the shade
do not dry
do not
tumble dry
dry
iron
do not iron
110°C
230°F
150°C
300°F
200°C
390°F
no steam
bleach
do not
bleach
non-chlorine
bleach
dryclean
any solvent
any solvent
except
tetrachlor­ethylene
petroleum
solvent
only
wet cleaning
do not
dryclean
short cycle
reduced
moisture
low heat
no steam
finishing

On the Subject of LED Encryption

Ooooh, shiny lights and buttons. Touchy touchy!

  • Two to five LEDs are installed at the top of the module, representing stages. To disarm the module, these stages must be solved in order.
  • Four buttons with four different letters are shown. The letters change at each stage.
  • The current stage is indicated by a number in the top left of the module.
  • The current stage’s multiplier is indicated by that stage’s LED according to the following table:
    Red Green Blue Yellow Purple Orange
    2 3 4 5 6 7
  • Assign each letter of the alphabet to the numbers 0–25 (A = 0, B = 1, C = 2, etc.).
  • A button is correct if its letter value, multiplied by the current stage’s multiplier, modulo 26, is equal to the value of the letter on its diagonally opposite button.
  • At each stage, press a correct button. There may be more than one possible answer.

On the Subject of LED Grid

Maybe they were Christmas lights in a previous life?

  • The module consists of nine LEDs and four buttons.
  • To disarm the module, press the four buttons in the correct order in accordance with the table below.
  • Colours include red, blue, yellow, green, orange, pink, purple & white.
  • Pairs refer to exactly two of a colour but do not have to be adjacent.
  • Unlit LEDs should still be considered in the rules.
  • For example, instances of two unlit LEDs would still be considered “a pair”.
For 0 unlit LEDs:
If there are no orange LEDs, press C, D, A, B.
Otherwise, if there are three or more red LEDs, press D, A, C, B.
Otherwise, if there are two or more pairs, press B, A, C, D.
Otherwise, if the bottom row is all the same colour, press A, C, D, B.
Otherwise, press B, C, D, A.
For 1 unlit LED:
If every LED is unique, press D, C, B, A.
Otherwise, if the top row is all the same colour, press A, D, B, C.
Otherwise, if there are exactly three red, three pink or three purple LEDs, press C, B, A, D.
Otherwise, if there is exactly one white, two blue or three yellow LEDs, press B, A, D, C.
Otherwise, press D, B, A, C.
For 2 unlit LEDs:
If there are three or more purple LEDs, press A, D, C, B.
Otherwise, if there are exactly two pairs, press B, C, A, D.
Otherwise, if there is at least one white, one orange and one pink LED, press D, B, C, A.
Otherwise, if there is exactly one green, two yellow, three red or four blue LEDs, press C, A, D, B.
Otherwise, press C, D, B, A.
For 3 unlit LEDs:
If there are exactly two orange LEDs, press B, D, A, C.
Otherwise, if there is more than one pair, press C, A, B, D.
Otherwise, if there are no purple LEDs, press D, C, A, B.
Otherwise, there is at least one red and one yellow LED, press A, C, B, D.
Otherwise, press B, D, C, A.
For 4 unlit LEDs:
If the centre row is all the same colour, press B, C, D, A.
Otherwise, if there are two or more green LEDs, press A, B, D, C.
Otherwise, if there are exactly two pairs, press C, B, D, A.
Otherwise, if there are no pink LEDs, press D, A, B, C.
Otherwise, press A, B, C, D.

On the Subject of Letter Keys

I haven't thought of anything yet...

See Appendix A for indicator identification reference.
See Appendix B for battery identification reference.

Follow these rules in the order they are listed. Perform the first action that applies:
  1. If the number indicated is equal to sixty-nine, Press the button with the label 'D'
  2. If the number indicated is divisible by six, press the button with the label 'A'
  3. If there are two or more batteries on the bomb and the number is divisible by three, press the button with the label 'B'
  4. If the Serial number contains a 'C' 'E' or '3' and the number is greater than or equal to twenty-two, and less than or equal to seventy-nine, then press the button labelled 'B'
  5. Otherwise, if the serial number contains a 'C' 'E' or '3', then press the button labelled 'C'
  6. If the indicated number is less than forty-six, then press the button labelled 'D'
  7. Otherwise, press the button labelled 'A'

On the Subject of Light Cycles

The name “blinkenlights” was taken.

There are six colored LEDs in a row which continuously flash in sequence from left to right. To disarm this module, determine a sequence of colors, then input that sequence by pressing the button when each color is lit. (For example, to enter the color red, press the button when the red LED is lit.)

Determine the correct sequence of colors as follows:

  • Start with the order of the LEDs on the module. This is a sequence of six colors.
  • Take the first and last character of the serial number, then the second and second-last, etc. up to the last and first character, resulting in a list of 6 pairs.
  • For each such pair of characters, look up the information in the following table. Use the first in the pair for the row, the second for the column. A letter in the table refers to a color (R = red, Y = yellow, G = green, B = blue, M = magenta, W = white), while a number refers to a position in your sequence (1 through 6). Swap those two colors in your sequence.
  • After performing the six swaps, enter the resulting sequence.
A, B, CD, E, FG, H, IJ, K, LM, N, OP, Q, RS, T, UV, W, XY, Z, 01, 2, 34, 5, 67, 8, 9
A5/BB/RM/GY/54/1R/W6/41/62/33/MG/YW/2
B2/R6/M4/35/BR/5Y/21/GM/YW/63/4B/WG/1
CM/Y2/4Y/R3/5W/2G/B1/WR/35/G4/6B/M6/1
D5/66/31/4M/2R/Y2/MW/RB/GY/W3/BG/14/5
EB/RW/22/31/4M/B5/6Y/WR/MG/Y6/G3/54/1
FR/Y2/G1/MY/55/RW/B6/3B/1M/4G/63/24/W
GY/15/42/WR/Y1/RB/36/GG/6M/BW/54/23/M
H3/5W/YG/22/B5/GM/RB/31/44/6Y/M6/WR/1
IR/M4/55/WB/1M/63/2W/BG/YY/R1/46/G2/3
JW/BR/65/Y4/12/5Y/3M/W3/2B/GG/M1/R6/4
K6/4B/2W/GR/5G/12/YY/RM/B1/63/W5/34/M
L6/4B/5W/61/GR/24/RG/W3/M2/BY/35/YM/1
MW/33/G2/4Y/MM/2R/56/RB/6G/Y5/B1/W4/1
N1/Y6/M2/1G/R3/G5/BR/44/3W/2Y/WB/5M/6
OR/53/G2/3W/4B/21/M5/6M/14/YG/B6/RY/W
P1/44/B6/23/WM/RY/6B/Y2/G5/MG/5R/3W/1
Q5/GM/B4/WY/2R/MW/46/13/6B/Y1/5G/R2/3
RM/G5/6G/MW/5Y/2R/4B/11/B2/R4/36/W3/Y
SR/Y6/55/GG/BW/M4/31/WB/13/62/4Y/2M/R
TG/3B/26/WM/B1/5Y/45/MW/R4/63/Y2/GR/1
U5/1W/34/53/4Y/W1/YB/G6/2M/6G/R2/MR/B
VM/66/B1/G3/5W/RB/4G/MR/12/W5/24/YY/3
WY/MB/15/32/G3/2R/51/4W/64/WG/RM/Y6/B
X4/2R/BW/5Y/M2/Y5/1B/RG/3M/G3/66/W1/4
YG/Y1/R5/44/G3/BM/62/5Y/2R/1W/3B/W6/M
ZG/BB/G1/5M/13/MR/3Y/W6/Y5/24/6W/R2/4
02/RR/B5/GW/2Y/14/Y3/51/MB/WG/66/4M/3
1R/4W/63/22/W4/Y6/5B/R5/GY/BG/MM/11/3
24/BB/36/4W/1M/YR/6G/5Y/W5/22/R3/G1/M
3B/6M/34/B1/42/5Y/1G/YR/WW/G5/26/M3/R
4M/R2/BW/56/YB/34/2G/1Y/65/G3/MR/W1/4
5Y/15/61/WW/4B/GG/54/M2/B3/R6/3M/2R/Y
63/4W/BY/G5/MR/1G/W1/26/YB/RM/64/32/5
74/G6/5Y/4G/B3/1M/Y5/31/M2/RR/2B/WW/6
8Y/BR/2W/R5/31/W3/5B/MG/46/Y4/G2/1M/6
9G/Y3/15/MR/26/WM/BY/62/44/GB/51/RW/3
A, B, CD, E, FG, H, IJ, K, LM, N, OP, Q, RS, T, UV, W, XY, Z, 01, 2, 34, 5, 67, 8, 9

On the Subject of Listening

“Why did we send a deaf person to defuse a bomb?” — Person who is no longer alive.

Press the play button to play a sound clip through the speaker. Each sound clip has a corresponding code that contains any of the four symbols $ * & #. Match the sound clip to the table below and enter the code via the four button keypad.

Taxi Dispatch &&&** Dial-up Internet *#&*&
Cow &$#$& Police Radio Scanner **###
Extractor Fan $#$*& Censorship Bleep &&$&*
Train Station #$$** Medieval Weapons &$**&
Arcade $#$#* Door Closing #$#&$
Casino **$*# Chainsaw &#&&#
Supermarket #$$&* Compressed Air $$*$*
Soccer Match ##*$* Servo Motor $&#$$
Tawny Owl $#*$& Waterfall &**$$
Sewing Machine #&&*# Tearing Fabric $&&*&
Thrush Nightingale **#** Zipper &$&##
Car Engine &#**& Vacuum Cleaner #&$*&
Reloading Glock 19 $&**# Ballpoint Pen Writing $*$**
Oboe &#$$# Rattling Iron Chain *#$&&
Saxophone $&&** Book Page Turning ###&$
Tuba #&$## Table Tennis *$$&$
Marimba &*$*$ Squeaky Toy $*&##
Phone Ringing &$$&* Helicopter #&$&&
Tibetan Nuns #&&&& Firework Exploding $&$$*
Throat Singing **$$$ Glass Shattering *$*$*
Beach *&*&&

Note: pressing play also clears whatever code you have entered.

On the Subject of Logic

Logic is easy, but logic AND bomb defusal might not.

  • Each row displays 3 letters. Each letter represents a statement which can be found in table 1.
  • On each row, solve the statements inside the brackets first.
  • Statements are joined with logical connective symbols. Find how each symbol works in table 2.
  • Apply negation (NOT gate: false becomes true and true becomes false) to each statement first if the red LED above that statement is lit.
  • Find the end result of each row, and then use the T/F button to the right to select True/False. Press “Submit” when done.

See Appendix A for indicator identification reference.
See Appendix B for battery identification reference.
See Appendix C for port identification reference.

Table 1: Statement list

Letter Statement Letter Statement
A Number of batteries = number of indicators N More than 2 battery holders
B Serial number has more letters than digits O Has both lit and unlit indicators
C Has IND indicator P Has parallel port
D Has FRK indicator Q Exactly 2 ports
E Exactly 1 unlit indicator R Has PS/2 port
F More than 1 port type S Sum of digits in serial number > 10
G 2 batteries or more T Has MSA indicator
H Less than 2 batteries U Exactly 1 battery holder
I Last digit of serial number is odd V Serial number contains vowels
J More than 4 batteries W No indicators
K Exactly 1 lit indicator X Exactly 1 indicator
L More than 2 indicators Y More than 5 ports
M No duplicate ports Z Less than 2 ports

Table 2: Logical connective symbol list

Logical Connective Symbol Logic Gate Equivalent Meaning
Conjunction AND Returns true if all inputs are true. Else returns false.
Disjunction OR Returns true if any input is true. Else returns false.
Exclusive Disjunction XOR Returns true if exactly one input is true. Else returns false.
Alternative Denial | NAND Returns false if all inputs are true. Else returns true.
Joint Denial NOR Returns false if any input is true. Else returns true.
Biconditional XNOR Returns false if exactly one input is true. Else returns true.
Implication (Left) - Returns false when left input is true and right input is false. Else returns true.
Implication (Right) - Returns false when left input is false and right input is true. Else returns true.

On the Subject of Mafia

Godfather is him, Mafia is her, kill them, save them. I’m innocent! ….AHHHHH!

In this module, there are 8 named people that sit around a gallows. It’s your job to deduce who is the Godfather, whom you then have to execute. To figure out who is the Godfather, follow the following instructions:

  • Take all the values of the serial number, changing letters into numbers by their placement in the alphabet (A=1, B=2 etc.), and add them together.
  • Starting from the top of the list on the next pages, count this many names. Then keep going until you get to a name that’s on the module. If you go past #50, loop back around to #1.
  • Rule out people by crossing off the name from the previous step and going around the circle by skipping people equal to the last number of the serial. Go clockwise if you have less than 2 indicators and counter-clockwise otherwise.
  • Continue around the circle, skipping over people you have ruled out, until you have one person left.
  • Find the name that’s left in the table and look at their “Innocence Condition”. If they do not meet the condition, they are the Godfather and should be executed. If they are found innocent, execute the person referred to in the “Otherwise” column.

*FRP = First Ruled-out Person
*LRP = Last Ruled-out Person
*SSN = Same Side Neighbor (Person who is on the same side of the module with them: top 2, bottom 2, left 2, right 2)

# Name Innocent/Godfather Condition Otherwise, Godfather is...
1 Rob Innocent if the serial number contains a vowel. Person clockwise after Rob.
2 Tim Innocent if there is a “Friendship”, “Only Connect”, “Battleship” or “Marble Tumble”. FRP
3 Mary Innocent if Bob, Walter or Cher is present. Person on the left in the top pair, SSN if it is Mary.
4 Briane Innocent if there is a Two Factor or lit CAR indicator. LRP
5 Hunter Innocent if there are more ports than batteries. Rick, or 4th ruled-out player if Rick is absent.
6 Macy Innocent if Tommy is present. Tommy
7 John Innocent if John is the only person on the module whose name starts with “J”. SSN
8 Will Innocent if there is a PS/2 or DVI port and at least one even number in the serial number. 5th person ruled out.
9 Lacy Innocent if there is a “Boolean Venn Diagram”, “Bitwise Operations”, or any module containing “Logic” in its name. SSN
10 Claire Innocent if there are less than 20 modules. LRP
11 Kenny Innocent if there are no unlit indicators. Person clockwise after FRP (skip Kenny)
12 Rick Innocent if there is an empty port plate. Person counterclockwise from Rick.
13 Walter Innocent if serial number contains any letters from Walter’s name. FRP
14 Bonnie Innocent if there is another person on the module whose name starts with “B”. First person clockwise from Bonnie whose name starts with “B”.
15 Luke Always Innocent. Person with lowest number (excluding Luke).
16 Bill Innocent if last number of serial number is prime or zero. Person with highest number (excluding Bill).
N# Name Innocent/Godfather Condition Otherwise, Godfather is...
17 Sarah Innocent if there is a colored indicator, HDMI port, or if “S”, “H”, or “3” is in the serial number. LRP
18 Larry Larry is colorblind. Innocent if there are no modules containing “Color” in their name. FRP
19 Kate Innocent if there is an “L”, “O”, “S”, or “T” in the serial number, or if “The Swan” is present. John; SSN if John is absent
20 Stacy Innocent if there are fewer modules than starting time in minutes. FRP
21 Diane Innocent if there is a VGA or USB port, or if there is “The Screw”. LRP
22 Mac Innocent if there is a parallel port on the same plate as a serial port. 6th person ruled out
23 Jim Jim is a musician. Innocent if there is a “Chord Qualities”, “Rhythms”, or any module with “Piano Keys”, “Jukebox” or “Guitar Chords” in the name. SSN
24 Clyde Innocent if Bonnie is present. Bonnie
25 Tommy Innocent if there are neither batteries nor ports. 4th person ruled out
26 Lenny Innocent if SSN’s name does not contain exactly 3 letters. SSN
27 Molly Innocent if there is no module apart from Mafia whose name starts with “M” or “The M”. Person clockwise after Molly.
28 Benny Innocent if Hunter, Cher, or Nick are not the FRP. The third person after Benny in clockwise order.
29 Phil Innocent if not on the right of the bottom two. Person on the right of the bottom two.
30 Bob Innocent if there is “Laundry”, “Morse-A-Maze”, “Big Circle”, “Painting”, “Dr. Doctor”, “The Code”, or a BOB indicator.
Thanks for everything, Bob!
3rd person ruled out.
31 Gary Gary is lazy and likes to eat. Innocent if there is a “Cheap Checkout”, “Ice Cream” or “Cooking”. LRP
32 Ted Ted is an astronaut. Innocent if there is a “Black Hole”, “The Sun”, “The Moon”, “Lightspeed” or “Astrology”. SSN
33 Kim Innocent if FRP’s number is 25 or less. FRP
N# Name Innocent/Godfather Condition Otherwise, Godfather is...
34 Nate Innocent if there are more lit indicators than unlit. Person clockwise after Nate.
35 Cher Innocent if there is no needy module and 1 or more ports. LRP
36 Ron Innocent if letters of the serial number share letters with any indicator on the bomb. SSN
37 Thomas Thomas doesn’t like being stuck in mazes. Innocent if there is no module with “maze” in the name. Second person counterclockwise after Thomas.
38 Sam Innocent if there is “Creation”, “The Gamepad”, “Minesweeper” or “Skewed Slots”. LRP
39 Duke Innocent if LRP’s number is greater than 25. LRP
40 Jack Innocent if SSN has 4 letters in their name. SSN
41 Ed Innocent if the total number of “Gridlock”, “Human Resources”, “Lasers” and modules containing “Double-Oh” is exactly one. 2nd person ruled out.
42 Ronny Innocent if there are no vanilla modules or there are 4 or more ports. FRP
43 Terry Innocent if there are 3 or more batteries on the bomb. 3rd person ruled out.
44 Claira Innocent if there are at least two port plates that have at least an RJ, RCA, or PS/2 port on them. SSN
45 Nick Innocent if there is no “Zoo”, “Nonogram”, “Murder” or “X01”. FRP
46 Cob Cob loves inception. Innocent if there are 2 or more of the same module. First person clockwise from Cob with the most letters in their name.
47 Ash Innocent if there are any modules pertaining to Monsplodes. LRP
48 Don Always guilty. N/A
49 Jerry Innocent if “The Clock”, “Rubik’s Clock”, “The Stopwatch”, “Timezone” or “The Time Keeper” is present. Person counterclockwise after Jerry.
50 Simon Simon likes to be alone. Innocent if there are no modules with Simon’s name. SSN

On the Subject of Maintenance

How to repair your car. Step 1: Call a mechanic. There is no step 2…

The module consists of a number plate, a job scroller, a fix button and a memo with the number of jobs that require completion: 2, 3 or 4.

Use the number plate tables to calculate information about the car.

Use the Venn diagram and Ordering Rules to determine the number of jobs that require maintenance and the order in which they should be completed.

Number Plate

The number plate is broken down into three parts.
The first two letters tell you the model of the car.

Plate Ref Model Multiplier Plate Ref Model Multiplier
HN Honda 2 AD Audi 7
RN Renault 3 BN Mercedes-Benz 8
FD Ford 4 PC Porsche 9
MA Mazda 5 FR Ferrari 10
BM BMW 6 - - -

The two numbers tell you when the car was manufactured. New UK number plates are released in March and September. To find the car's value, multiply the base value of the year by the model multiplier.

Plate Ref Manufactured Base Value Plate Ref Manufactured Base Value
51Sept 2001£50 55Sept 2005£90
02Mar 2002 £60 06Mar 2006 £100
52Sept 2002£60 56Sept 2006£100
03Mar 2003 £70 07Mar 2007 £125
53Sept 2003£70 57Sept 2007£125
04Mar 2004 £80 08Mar 2008 £150
54Sept 2004£80 58Sept 2008£150
05Mar 2005 £90 09Mar 2009 £175
Plate Ref Manufactured Base Value Plate Ref Manufactured Base Value
59Sept 2009£17515Mar 2015 £600
10Mar 2010 £20065Sept 2015£600
60Sept 2010£20016Mar 2016 £700
11Mar 2011 £25066Sept 2016£700
61Sept 2011£25017Mar 2017 £800
12Mar 2012 £30067Sept 2017£800
62Sept 2012£30018Mar 2018 £900
13Mar 2013 £40068Sept 2018£900
63Sept 2013£40019Mar 2019 £1,000
14Mar 2014 £50069Sept 2019£1,000
64Sept 2014£500- - -

The final three letters of the number plate are random. The final letter will tell you the insurance company.
N.B. the letters I, O, Q & Z are never used in UK number plates.

Last Letter Insurance Company Last Letter Insurance Company
A, B, C Admiral N, P, R Aviva
D, E, F Swift S, T, U RAC
G, H, J Axa V, W AA
K, L, M Swinton X, Y Hastings Direct

Potential Jobs

Below, you will find a list of jobs you may encounter and their rates. Jobs designated with an [H] are considered "heavy" jobs.

Job # Job Price Job # Job Price
1 Wash £3 7 One tyre £80
2 Headlight bulb £6 8 Windscreen replacement [H] £150
3 Wiper replacement £10 9 Two tyres £160
4 Oil change £15 10 Four tyres £320
5 Brake fluid change £25 11 Exhaust welding [H] £500
6 Windscreen chip £40 12 Head gasket replacement [H] £750

Write-off Status & Insurance Perks

Occasionally, a car may be deemed to be a write-off. If this is the case, irrespective of how many or which jobs are required, select the "Write-off" option in the job scroller.
A car is considered a write-off if either of the following conditions are met:

  • It is a pre-2004 Honda.
  • The cost of maintenance that is not covered by the insurance is greater than the value of the car.

Insurance companies may cover different elements of the maintenance. The maintenance must still be undertaken even if its cost is covered.

Job Covered by: Job Covered by
Oil change Hastings Direct, Swift & AA Windscreen chip Axa, RAC, Swinton & AA
One tyre Swift & Aviva Windscreen replacement RAC
Two tyres Aviva Brake fluid change AA & Admiral

Required Maintenance

Use the Venn diagram and table to determine which jobs need to be done. Take the first 2, 3 or 4 jobs from the list in the table as required.

Letter Job Order Letter Job Order
A 5 – 1 – 9 – 11 I 1 – 7 – 6 – 11
B 2 – 12 – 8 – 10 J 7 – 11 – 1 – 2
C 3 – 2 – 1 – 6 K 1 – 10 – 11 – 12
D 4 – 10 – 6 – 1 L 7 – 3 – 5 – 8
E 6 – 4 – 10 – 2 M 2 – 9 – 11 – 3
F 8 – 4 – 5 – 12 N 1 – 2 – 3 – 4
G 1 – 7 – 3 – 6 O 11 – 9 – 2 – 5
H 12 – 5 – 3 – 8 P 8 – 7 – 5 – 3

Ordering Rules

All jobs should be done from cheapest to dearest with the following exceptions:

  • Oil change and Wash must be done last. If both are required, do the Oil change before the Wash.
  • Windscreen chip and Brake fluid change must be done first. If both are required, do the Windscreen chip before the Brake fluid change.
  • Heavy jobs must be done before any tyre work, but not before any other cheaper work.
  • Jobs covered by insurance must be ordered according to their "retail" price.

On the Subject of Mashematics

Let's see here, 96 + 3 = 99. Oh god.

This module will show a math problem. Solve the math problem and press the "Push!" button that many times.[1][2] If the number of presses exceeds 99, you will get a strike and the number of presses will go to zero. If you submit a wrong answer you will get a strike and the number of presses will go back to 0.

[1] If the number is bigger than 99, subtract 50 until it's a number between 0 and 99.

[2] If the number is less than 0, add 50 until it's a number between 0 and 99.

On the Subject of Cruel Mastermind

The game from your childhood. Only advanced. And harder to memorize. And the feedback isn't what it used to be...

  • To solve this module you must find the correct 5 color code.
  • The colors used in this module are: White, Magenta, Yellow, Green, Red and Blue.
  • Note that each color may be used multiple times.
  • The LED colors can be cycled through by clicking the LEDs.
  • By pressing the "Query" button, information about the currently entered code will be displayed.
  • When the correct code is entered, the module will be solved by pressing the "Submit" button. Submitting the wrong code will invoke a strike.

Each query will generate two numbers on the display. These numbers each represent the total sum of two of the values listed in the table below.

A = Number of correct colors in the correct positions.
B = Number of correct colors in the wrong positions.
C = Number of colors not in the solution at all.

Color on the display: Left number Right number
White Left color: A B
Right color: # of batteries # of solved modules
Magenta Left color: C A
Right color: # of lit indicators Last digit of the serial number
Yellow Left color: B C
Right color: Sum of all numbers in the serial number # of ports
Green Left color: B A
Right color: # of modules on the bomb # of unlit indicators
Red Left color: C B
Right color: # of distinct port types # of strikes
Blue Left color: A C
Right color: First numeral digit in the serial number # of battery holders

On the Subject of Mastermind

The classic code-breaking game, with a twist. Can you remember everything?

  • To solve this module you must find the correct 5 color code.
  • The colors used in this module are: White, Magenta, Yellow, Green, Red and Blue.
  • Note that each color may be used multiple times.
  • The LED colors can be cycled through by clicking the LEDs.
  • By pressing the "Query" button, information about the currently entered code will be displayed.
    The left number gives the number of correct colors in the correct positions.
    The right number gives the number of correct colors in the wrong positions.
  • When the correct code is entered, the module will be solved by pressing the "Submit" button. Submitting the wrong code will invoke a strike.

On the Subject of Mazes

This seems to be some kind of maze, probably stolen off of a restaurant placemat.

  • Find the maze with matching circular markings.
  • The defuser must navigate the white light to the red triangle using the arrow buttons.
  • Warning: Do not cross the lines shown in the maze. These lines are invisible on the bomb.

On the Subject of Memory

Memory is a fragile thing but so is everything else when a bomb goes off, so pay attention!

  • Press the correct button to progress the module to the next stage. Complete all stages to disarm the module.
  • Pressing an incorrect button will reset the module back to stage 1.
  • Button positions are ordered from left to right.

Stage 1:

If the display is 1, press the button in the second position.
If the display is 2, press the button in the second position.
If the display is 3, press the button in the third position.
If the display is 4, press the button in the fourth position.

Stage 2:

If the display is 1, press the button labeled "4".
If the display is 2, press the button in the same position as you pressed in stage 1.
If the display is 3, press the button in the first position.
If the display is 4, press the button in the same position as you pressed in stage 1.

Stage 3:

If the display is 1, press the button with the same label you pressed in stage 2.
If the display is 2, press the button with the same label you pressed in stage 1.
If the display is 3, press the button in the third position.
If the display is 4, press the button labeled "4".

Stage 4:

If the display is 1, press the button in the same position as you pressed in stage 1.
If the display is 2, press the button in the first position.
If the display is 3, press the button in the same position as you pressed in stage 2.
If the display is 4, press the button in the same position as you pressed in stage 2.

Stage 5:

If the display is 1, press the button with the same label you pressed in stage 1.
If the display is 2, press the button with the same label you pressed in stage 2.
If the display is 3, press the button with the same label you pressed in stage 4.
If the display is 4, press the button with the same label you pressed in stage 3.

On the Subject of Microcontrollers

It’s called “micro”-controller, yet this thing in there is pretty big. Probably because it can cause a pretty big explosion...

  1. Use the controller’s imprinted type and its size to determine its pin configuration with the diagrams below.
  2. The white mark on the controller indicates where the pin with the number 1 is located. The other pins are in ascending order on the side with the number 1 and then continued backwards on the other side.
  3. Using the table below determine the correct color code for each connected element.
  4. For each pin choose the correct element by pressing the UP and DOWN buttons and confirming your input with the OK button (the next pin will be selected automatically).

Pin Configurations

Strike (STRK) Controller:

Diode (LEDS) Controller:

Countdown (CNTD) Controller:

Explosion (EXPL) Controller:

Component Color Codes

Input Voltage (VCC) Analog Input (AIN) Digital Input (DIN) Pulse Width Modulation (PWM) Reset (RST)
If the last digit of the controller's serial number is 1 or 4 Yellow Magenta Green Blue Red
Otherwise, if there is a lit indicator "SIG" or a RJ-45 port Yellow Red Magenta Green Blue
Otherwise, if the bomb's serial number contains C, L, R, X, 1 or 8 Red Magenta Green Blue Yellow
Otherwise, if the second numerical digit of the controller's serial number matches the number of batteries on the bomb Red Blue Yellow Green Magenta
Otherwise Green Red Yellow Blue Magenta

Note: Ground (GND) is always coded with white.

On the Subject of Minesweeper

Somehow Minesweeper on a bomb feels oddly redundant.

  • A Minesweeper module has a grid of cells with a mode toggle button.
  • By pressing the toggle button you can toggle between two different modes.
    • Dig Mode - Which uncovers a cell that you think doesn't have a mine.
    • Flag Mode - Which flags a cell that you think has a mine.

Locating the starting cell

Color#
Red5
Orange2
Yellow3
Green1
Blue6
Purple4

The first cell to dig will be one of the colored squares. Start with the second digit in the serial number. If it is zero, substitute 10. Count that many colored squares in reading order, wrapping around to the top left of the grid if necessary.

Use the color found to look up a value in the table. Add this number to the numeric value of the first letter in the serial number, with A = 1, B = 2, etc. Starting from the bottom right corner, count that many colored squares in reverse reading order, looping back if necessary. This gives you the first location to dig.

NOTE: You cannot dig other cells until you have dug the correct starting cell and digging an incorrect starting cell will give you a strike, regardless of whether it's a mine or not.

Solving Minesweeper

Each number on the grid represents how many mines there are in the surrounding 8 cells. Use these numbers to figure out where each mine is. Once you have achieved either all non-mine cells dug or all mine filled cells flagged, the module will solve. Digging up a cell with a mine under it will expose the mine and a strike will be given.

NOTE: Clicking on a number while digging will dig all cells around it that aren't flagged. Holding down on a cell will flag it instead of digging it.

On the Subject of Modern Cipher

The Roman warlord Caesar had his own personal way to encrypt his data. We could think about him as the father of the modern cryptography. But you are a qualified soldier so you won't have problems in decoding our message, don't you?

You are given an encrypted word. Decrypt it, write it in the second box and press OK to solve the module.
To decrypt the word start by finding the key.
Add every digit on the serial and then, referring to "Letter-Number Relation" below, follow the cases to find your word.
Keep in mind that if you have strikes*, you must add those strikes to the resulting key.

Case 01: The serial number contains a vowel:
Every letter of the word must be shifted backwards by the key
Keep in mind that if you go under the 0, the next number will be 25 because numbers go only from 0 to 25.
Case 02: The bomb contains more than 3 batteries:
Every letter of the word must be shifted forwards by the key
Keep in mind that if you go over the 25, the next number will be 0 because numbers go only from 0 to 25.
Case 03: There is a serial port:
If this is your first word, refer to Case 01, otherwise go on.
Add to the key the number of letters of the last word you decrypted, then proceed as in Case 01.
Keep in mind that if you go under the 0, the next number will be 25 because numbers go only from 0 to 25.
Case 04: None of the previous cases matches:
Add to the key the number of solved modules at the moment of the word generation then proceed as in Case 02.
Keep in mind that if you go over the 25, the next number will be 0 because numbers go only from 0 to 25.

*You want to add only the strikes that you have when the word is generated.

Letter-Number Relation


Letter Number
Q 0
W 1
E 2
R 3
T 4
Y 5
U 6
I 7
O 8
P 9
A 10
S 11
D 12
F 13
G 14
H 15
J 16
K 17
L 18
Z 19
X 20
C 21
V 22
B 23
N 24
M 25

On the Subject of Modules Against Humanity

Some of these modules are really inhumane. What should you do then? Just laugh in their faces.

This module includes two sets of cards, 10 cards in each set. The first two cards that you see (one black, one white) are referred to as initial cards and they both are considered to be set at number 1. Each card can be set to a number between 1 and 10.

To get the secondary cards:

If you can spell the word POOP from the letters of one of the initial cards, set that card (or both, if applicable) to number 2.

Otherwise, the secondary black card’s position is determined by number of unlit indicators + number of ports; and the secondary white card’s position is determined by number of lit indicators + number of batteries.

To get the final cards:

If only the secondary black card refers to a module that you have on the bomb, adjust the secondary white card by +2.

If only the secondary white card refers to a module that you have on the bomb, adjust the secondary black card by +1.

If both secondary cards refer to modules that you have on the bomb, adjust the secondary black card by +4 and the secondary white card by +3.

If neither of the secondary cards refers to a module that you have on the bomb:

  • If the serial number contains M, A or H, adjust both secondary cards by −2;
  • Otherwise, if the black card is on the left, the final black card's position is number of distinct port types and the final white card's position is number of indicators;
  • Otherwise, the final black card's position is number of modules on the bomb and the final white card remains at the secondary position.

Once you have the final cards, press the submit button.

Notes:

Black cards have black background and white letters; white cards have white background and black letters.

Adjusting by a positive value means cycling the card to the right by the specified number. Adjusting by a negative value means cycling the card to the left by the specified number.

If the number of a card value is 0, set the card to the number 10. If it is above 10, subtract 10. If it is less than 1, add 10.

Pressing the reset button will return the module to the initial state.

Pressing the reset button will not cause a strike.

Upon a strike, the module will reset itself to the initial state. All the cards on the module will remain the same.

See Appendix MAH for card reference.

On the Subject of Monsplode Trading Cards

A Bob in the hand is worth two in... the Buhar?

  • Based on the 3 Monsplode™ Trading Cards in your hand, correctly accept or decline 3 trade offers using the “Keep” and “Trade” buttons above the cards.
  • Each card will display a Monsplode, a rarity symbol, and a Print Version.
  • Your hand is shown on the left. Cycle through the cards using the left/right buttons in order to select the one you wish to trade. The offer is shown on the right.
  • An incorrect action will result in a strike, but if you attempted a trade you will still keep the card you received during that action.

Calculating a Card’s Rarity Value

1. Identify the card’s initial value: Using the “Initial Value Reference Table”, find the row that contains your Monsplode’s™ name. Determine which of the following formats the first two characters of bomb’s serial number are in:
XX  (e.g. KT, NE),      X#  (e.g. C4, H8),      #X  (e.g. 2A, 5D),      ##  (e.g. 20, 17)
This will give you your card’s initial value.

2. Adjust the card’s value: Look at the “Print Version” at the left side of the card. For each indicator on the bomb that contains the letter of the Print Version, add 1 to the card’s value if it’s lit and subtract 1 if it’s unlit. Continue adjusting the card’s value using the rules below:

If the bomb has no batterieskeep the card’s current value.
Otherwise, if the numeral of the Print Version is greater than the amount of batteries on the bomb, add 1 to the card’s current value.
Otherwise, if the numeral of the Print Version is less than the amount of batteries on the bomb,  subtract 1 from the card’s current value.
Otherwise, add 2 to the card’s current value.

If the Print Version’s numeral is equal to the alphabetic position of its letter, the card is fake and has 0 value. This overrides everything.


3. Calculate the multiplier: Use the rules below based on the symbol in the card’s bottom-left corner and "Rarity Symbol Reference Table":

If the card is Common, the multiplier is 1.
Otherwise, if the card is Uncommon, the multiplier is 1.25.
Otherwise, if the card is Rare, the multiplier is 1.5.
Otherwise, if the card is Ultra Rare, the multiplier is 1.75.
If the card is a foil (has shiny spots on it), add 0.5 to the multiplier.
For each bent corner of the card subtract 0.25 from the multiplier.

Multiply the card’s adjusted value by the calculated multiplier.

If the card’s value is a negative number, it has 0 value.

If all of your cards have higher value than the offered card, press “Keep”.

Otherwise, trade your least valued card by pressing “Trade”.

If there are multiple cards with the least value, you can trade any of them.

Rarity Symbol Reference Table

Common Uncommon Rare Ultra Rare

Initial Value Reference Table

Base set

Monsplode™ XX X# #X ##   Monsplode™ XX X# #X ##
Aluga 2342 Magmy 4323
Asteran 2522 Melbor 2443
Bob 2425 Mountoise2433
Buhar 5223 Myrchat 2243
Caadarim 2432 Nibs 3324
Clondar 3245 Percy 3324
Cutie Pie2424 Pouse 2333
Docsplode2425 Ukkens 4233
Flaurim 2342 Vellarim 4232
Gloorim 5222 Violan 3422
Lanaluff 2343 Zapra 3423
Lugirit 3332 Zenlad 4224

Hero expansion

Monsplode™ XX X# #X ##   Monsplode™ XX X# #X ##
Aluga,
The Fighter
6453 Buhar,
The Protector
6534
Bob,
The Ancestor
5644 Melbor,
The Web Bug
4446

On the Subject of Monsplode, Fight!

Are you still a fan of some animated series from your childhood? It looks like you stumbled upon another fan.

  • You encountered a wild Monsplode™.
  • You can perform 4 different moves against it.
  • Pick a move to deal the highest possible net damage to the opposing Monsplode™.
  • A wrong move will incur a strike and the module will reset.
  • Each move has a type, damage, and sometimes a special rule.(Special rules can override earlier information.)
  • Each Monsplode™ also has a type, and a special rule.
  • Net damage of a move is its base damage multiplied by the type advantage/disadvantage multiplier.
Monsplode™ Name Type Special Rules
Buhar Buhar WATER Takes no damage from ROCK type moves.
Lanaluff Lanaluff NORMAL If its name has a common letter with the serial, takes +3 net damage from POISON type moves.
Bob Bob NORMAL If there is a lit BOB indicator, only takes damage from NORMAL type moves.
Mountoise Mountoise ROCK Its type is NORMAL if the bomb has a strike.
Nibs Nibs NORMAL Takes no damage from GRASS type moves.
Monsplode™ Name Type Special Rules
Aluga Aluga NORMAL Takes +2 net damage from FIRE type moves. Takes -1 net damage from WATER type moves.
Lugirit Lugirit GHOST Takes +2 net damage from WATER type
moves. Takes -1 net damage from FIRE type moves.
Caadarim Caadarim NORMAL If there is at least one port, takes no damage from NORMAL type moves.
Vellarim Vellarim WATER If there is a Parallel port, takes no damage from NORMAL type moves.
Flaurim Flaurim FIRE If there is a Serial port, takes no damage from NORMAL type moves.
Gloorim Gloorim DARK If there is a DVI-D port, takes no damage from NORMAL type moves.
Melbor Melbor DARK If net damage of a move is exactly 6 or 8, it takes 0 damage instead.
Clondar Clondar ELECTR Takes +3 net damage from WATER type moves.
Docsplode Docsplode NORMAL "Boom" will explode Docsplode instead of the bomb. It must be used if it's present.
Monsplode™ Name Type Special Rules
Magmy Magmy FIRE If there are less than 3 batteries on the bomb, its type is ROCK.
Pouse Pouse ELECTR If net damage of a move is 6 or more, it takes 0 damage instead.
Ukkens Ukkens POISON Takes no damage from WATER type moves.
Zenlad Asteran GRASS If there is a CAR indicator present, its type is WATER.
Zenlad Violan GRASS If there is a CLR indicator present, its type is WATER.
Zenlad Zenlad GRASS Takes +3 damage from ELECTR type moves.
Zapra Zapra ELECTR If there is less than 3 batteries on the bomb, its type is NORMAL.
Myrchat Myrchat POISON If there is no lit indicator on the bomb, its type is DARK.
Percy Percy WATER Percy can't stand silliness. You must use "Splash" if it's present.
Cutie Pie Cutie Pie NORMAL Cutie Pie is a friend! Deal the lowest possible damage instead.
Move Name Move Type Base Damage Special Rules
AppearifyNORMAL4Damage is 10 if the opponent is a DARK type.
Battery PowerELECTR0Add 2 damage for each battery on the bomb.
BedrockROCK0Damage is number of modules on the bomb.
BooGHOST0Add 3 damage for each ‘0’ or ‘O’ in the serial number.
BoomFIRE0Pressing this will detonate the bomb.
Bug SprayPOISON2Damage is 10 against Melbor and Zenlad.
CountdownPOISON0Damage is time left on the bomb in minutes, rounded down.
Dark PortalDARK0Damage is the number of ports present.
Fiery SoulFIRE0Damage is number of batteries multiplied by the number of battery holders.
FinaleGRASS2Damage is 10 if all other modules are disarmed before this one.
Freak OutGHOST1Damage is 5 if there is a "FRK" or "FRQ" indicator. 10 if any of them are lit.
GlyphNORMAL0Damage is letter count of the opponent’s name.
Last WordGHOST0Damage is last digit of the serial number.
SendifyNORMAL2Damage is 10 if the opponent is a ROCK or GRASS type.
ShockELECTR3Damage is 8 if there is an RJ-45 port on the bomb.
ShrinkNORMAL0Damage is the smallest digit of the serial number.
SidestepNORMAL0Damage is the letter count of the move displayed to the left or right of this move on the module.
StretchNORMAL0Damage is the largest digit of the serial number.
VoidDARK2Damage is 10 if no other module is disarmed before this one.
Defuse??????Defuses the module.
Move Name Move Type Base Damage Move Name Move Type Base Damage
CandleFIRE2SpectreGHOST5
Cave InROCK3SplashWATER0
Double ZapELECTR4TacNORMAL5
EarthquakeROCK5TangleGRASS2
Flame SpearFIRE6TicNORMAL3
FountainWATER6ToeNORMAL1
Grass BladeGRASS4TorchlightFIRE4
Heavy RainWATER4Toxic WastePOISON5
High VoltageELECTR6Venom FangPOISON3
Hollow GazeDARK4ZapELECTR2
Ivy SpikesGRASS6---
Opposing
Type →
N
O
R
M
A
L
P
O
I
S
O
N
R
O
C
K
G
H
O
S
T
F
I
R
E
W
A
T
E
R
G
R
A
S
S
E
L
E
C
T
R
D
A
R
K
Move
Type
NORMAL x1 x1 x1/2 x0 x1 x1 x1 x1 x1
POISON x1 x1/2 x1/2 x1/2 x1 x1 x2 x1 x1
ROCK x1 x1 x1 x1 x2 x1 x1 x1 x1
GHOST x0 x1 x1 x2 x1 x1 x1 x1 x1/2
FIRE x1 x1 x1/2 x1 x1/2 x1/2 x2 x1 x1
WATER x1 x1 x2 x1 x2 x1/2 x1/2 x1 x1
GRASS x1 x1/2 x2 x1 x1/2 x2 x1/2 x1 x1
ELECTR x1 x1 x1 x1 x1 x2 x1/2 x1/2 x1
DARK x1 x1 x1 x2 x1 x1 x1 x1 x1/2

On the Subject of Morse Code

An antiquated form of naval communication? What next? At least it's genuine Morse Code, so pay attention and you might just learn something.

  • Interpret the signal from the flashing light using the Morse Code chart to spell one of the words in the table.
  • The signal will loop, with a long gap between repetitions.
  • Once the word is identified, set the corresponding frequency and press the transmit (TX) button.
How to Interpret

1. A short flash represents a dot.

2. A long flash represents a dash.

3. There is a long gap between letters.

4. There is a very long gap before the word repeats.

If the word is: Respond at frequency:
shell 3.505 MHz
halls 3.515 MHz
slick 3.522 MHz
trick 3.532 MHz
boxes 3.535 MHz
leaks 3.542 MHz
strobe 3.545 MHz
bistro 3.552 MHz
flick 3.555 MHz
bombs 3.565 MHz
break 3.572 MHz
brick 3.575 MHz
steak 3.582 MHz
sting 3.592 MHz
vector 3.595 MHz
beats 3.600 MHz

On the Subject of Morse-A-Maze

It is AMazing that the status light got a life of its own.

  • Decode the Morse code from the blinking status light. Off state is green, On state is red.**
  • The first thing transmitted is the word used to find the maze.
  • The second thing transmitted is the coordinates the status light needs to be placed on. Coordinates are a letter from A–F, representing columns, followed by a number from 1–6, representing rows. The upper left is A1.
  • If the word is listed in Table 1, use the corresponding information in the table to determine which maze to look up. If the number you get is greater than 17, keep subtracting 18 until you are in the range of 0–17.
  • Otherwise, look up the word in Tables 2 and 3.
  • Warning: Do not cross the lines shown in the maze. These lines are invisible on the bomb.
  • If there is an unlit BOB indicator and 4 batteries in 3 holders in the configuration of 2×AA and 2×D, Bob will actively prevent you from earning any strikes. Thanks Bob.

Table 1:

count*
  • If any two-factor widgets are present, use the sum of the 2nd least significant digit of each two-factor code.
  • Otherwise, use the number of unsolved (non-needy) modules.
assay*
Number of solved modules
bought*
Number of strikes
rabbit
Number of battery holders
stench
Number of distinct port types
submit
Total number of ports
salads
Number of lit indicators
tribes
Number of unlit indicators
awards
Number of indicators
sword
Number of port plates
apron
The last digit of the serial number
county
The sum of the serial number digits
mosaic
Number of batteries
summit
First serial number digit
things
Starting time in minutes
music
Day of week at bomb start
(Sunday = 0, Saturday = 6).
tacit
Number of empty port plates
thinks
Position of first serial number letter minus one (A=0, B=1, C=2, ...)

* - The maze for these words can change.

** - These colors may be different depending on how the bomb was configured or if it was set to Colorblind mode.

Table 2:
0 - pulses
1 - pulse
2 - cousin
3 - brass
4 - spurs
5 - prove
6 - guards
7 - essays
8 - strobe
Table 3:
9 - stroke
10 - tactic
11 - counts
12 - artist
13 - opener
14 - award
15 - toast
16 - stayed
17 - prone

See Appendix M for more detailed Morse code information.

On the Subject of Morsematics

Get it? Because it uses Morse and maths! I'll see myself out...

  • Every letter of the alphabet is considered to have numeric value equal to its position (A=1, B=2 ... Z=26)
  • Numeric values outside the 1-26 range wrap around (Z+1=A, 26+1=1)
  • Three unique letters are being received on a loop, shown by the three flashing lights in the middle of the module
  • To solve the module, a correct response letter must be sent in Morse using the transmit button in the bottom-right
  • The small switch at the top can be used to toggle the received letter lights

Transmitted Morse is interpreted based on gaps between button holds.
Holding for more than double the length of the average gap is considered to be a dash, and anything shorter is considered a dot.
When transmitting, E and T are considered equal, as they are indistinguishable.

Take the 4th and 5th character of the serial number, this is your character pair.

Perform each step below in sequence, modifying your character pair progressively:

  • For each indicator that has a matching letter in the received letters; add 1 to the first character of your pair if the indicator is on, or the second character if it is off
  • If the sum of your character pair is a square number, add 4 to the first character; otherwise, subtract 4 from the second character
  • Add the largest received letter to the first character in your pair
  • If any received letters are prime, subtract them from the first character in your pair
  • If any received letters are square, subtract them from the second character in your pair
  • If batteries are present and any received letters are divisible by the number of batteries present, subtract those received letters from both characters in your pair

After performing all steps, perform whatever rule applies below:

  • Characters are equal: Transmit the first character
  • First character larger: Transmit the difference of the two characters
  • Second character larger: Transmit the sum of the two characters
A1 N14
B2 O15
C3 P16
D4 Q17
E5 R18
F6 S19
G7 T20
H8 U21
I9 V22
J10W23
K11X24
L12Y25
M13Z26

See Appendix M for more detailed Morse code information.

On the Subject of Mortal Kombat

Test your might!

The module consists of two screens and a gamepad. The larger screen shows your character, the smaller shows your opponent.

To disarm the module, you must perform three attacks and a fatality. Use the tables below to determine your character's attacks and the order in which they should be performed. Fatalities should not be performed until three successful attacks have been carried out. To determine the fatality, start at the top of the list and use the first one where the rule applies.

Entering the incorrect button combination during the initial three attacks will cause a strike and reset the successful attacks to 0. It may also reset your opponent's character. Entering the incorrect button combination during the fatality stage will cause a strike but will not reset your previous attacks or your opponent's character.

Characters

Characters that you may encounter are listed below.

Name Profile Image
Johnny Cage Johnny Cage was a struggling Hollywood action movie star who wanted to get his fame back. He has always been a brave and loyal warrior for Earthrealm.
Kano As a mercenary and leader of the international crime cartel known as the Black Dragon, Kano rises beyond the level of mere brutality by also being sly and cunning.
Liu Kang Liu Kang is one of Earthrealm's greatest warriors, having defeated many to prove his valour. He became champion after the first Mortal Kombat tournament.
Raiden Raiden is the eternal God of Thunder, protector of Earthrealm, and one of the most powerful characters in all of Mortal Kombat.
Scorpion Hanzo Hasashi, also known as Scorpion, is a resurrected ninja seeking vengeance against those responsible for the destruction of his clan.
Sonya Blade General of Earthrealm Special Forces, Sonya Blade is a stern, tough-as-nails General. A headstrong woman, she cares deeply about the lives of her comrades.
Sub-Zero Sub-Zero possesses incredible control over the element of ice. He can easily deep freeze opponents to the point of them becoming brittle enough to shatter into pieces.

Move Tables

JOHNNY CAGE Opponent, Move Order & Fatality Conditions
Move Controls Kano Liu Kang Raiden Scorpion Sonya Blade Sub-Zero
Green Fireball ⇦⇨A 1 2 3 2 1 3
Shadow Kick ⇦⇨B 3 1 2 3 2 1
Nut Cracker ⇩⇩C 2 3 1 1 3 2
Deadly Uppercut ⇩⇩⇦C⇧B Use if there is a parallel or a serial port. Use if there is a lit CAR, CLR or MSA or unlit BOB, NSA or FRK.
Torso Rip ⇦⇦⇦BB⇧ Otherwise, use if the last digit of the serial number is odd. Otherwise, use if there are an even number of batteries.
Stage ⇩⇦⇧⇩AB Otherwise, use. Otherwise, use.
KANO Opponent, Move Order & Fatality Conditions
Move Controls Johnny Cage Liu Kang Raiden Scorpion Sonya Blade Sub-Zero
Kanoball ⇧⇩C 3 2 1 3 2 1
Knife Throw ⇨⇨B 1 1 2 2 3 3
Chokehold ⇩⇦A 2 3 3 1 1 2
Heart Rip A⇩B⇧⇦C Use if there are more D batteries than AA batteries. Use if the serial number contains a vowel.
Eye Laser ⇧⇧⇨⇨CB Otherwise, use if there are no unlit indicators present. Otherwise, use if there is a DVI-D or RJ-45 port.
Stage ABC⇦⇦⇧ Otherwise, use. Otherwise, use.
LIU KANG Opponent, Move Order & Fatality Conditions
Move Controls Johnny Cage Kano Raiden Scorpion Sonya Blade Sub-Zero
Dragon Fire ⇨⇨C 2 1 3 1 2 3
Flying Dragon Kick ⇨⇧A 3 2 1 3 1 2
Air Throw ⇦⇩B 1 3 2 2 3 1
Butterfly Flip ⇩⇨B⇦B⇩ Use if there are any lit indicators present. Use if the sum of the serial number digits is prime.
Dragon's Bite ⇨⇨⇩A⇧C Otherwise, use if there is a Stereo RCA or PS/2 port. Otherwise, use if there are no D batteries.
Stage ⇨⇨⇦⇦⇧A Otherwise, use. Otherwise, use.
RAIDEN Opponent, Move Order & Fatality Conditions
Move Controls Johnny Cage Kano Liu Kang Scorpion Sonya Blade Sub-Zero
Lightning Bolt ⇦⇦B 3 2 1 3 2 1
Torpedo ⇩⇨A 2 3 3 1 1 2
Teleport ⇩⇧C 1 1 2 2 3 3
Electric Decapitation AA⇦⇧⇨B Use if there are four or fewer batteries. Use if there are no indicators present.
Explosive Uppercut ⇩⇧⇩⇧BB Otherwise, use if the serial number contains L, P or T. Otherwise, use if there is more than one Serial port.
Stage C⇧⇦AB⇩ Otherwise, use. Otherwise, use.
SCORPION Opponent, Move Order & Fatality Conditions
Move Controls Johnny Cage Kano Liu Kang Raiden Sonya Blade Sub-Zero
Spear ⇦⇦A 1 3 2 3 2 1
Teleport Punch ⇦⇨C 2 1 1 2 3 3
Air Throw ⇧⇧B 3 2 3 1 1 2
Toasty! ⇨⇨⇨BBB Use if there are more than three ports. Use if the last digit of the serial number is even.
Spear Slice ⇧⇧⇩⇦AC Otherwise, use if there are more AA batteries than D batteries. Otherwise, use if there is a lit BOB or FRK or unlit FRQ or CAR.
Stage A⇨B⇩C⇩ Otherwise, use. Otherwise, use.
SONYA BLADE Opponent, Move Order & Fatality Conditions
Move Controls Johnny Cage Kano Liu Kang Raiden Scorpion Sub-Zero
Energy Rings ⇧⇨A 3 2 1 1 3 2
Leg Grab ⇩⇦C 2 3 3 2 1 1
Square Wave Punch ⇨⇦B 1 1 2 3 2 3
Fire Kiss ⇨⇦⇦⇨CB Use if the number of indicators is greater than the number of ports. Use if the number of batteries is greater than the first digit of the serial number.
Crush Kiss ⇩⇧⇨B⇦A Otherwise, use if the first digit of the serial number is greater than the number of batteries. Otherwise, use if the number ports is greater than the number of indicators.
Stage ⇧⇧⇩⇦AC Otherwise, use. Otherwise, use.
SUB-ZERO Opponent, Move Order & Fatality Conditions
Move Controls Johnny Cage Kano Liu Kang Raiden Scorpion Sonya Blade
Ice Freeze ⇨⇧B 1 2 3 1 3 2
Slide ⇨⇨A 3 1 2 2 1 3
Ground Freeze ⇨⇩C 2 3 1 3 2 1
Spine Rip ⇦⇧⇨⇩CC Use if the sum of the serial number digits is divisible by 3. Use if there are no lit indicators present.
Ice Shatter ⇨⇩⇦⇧AA Otherwise, use if there are no batteries. Otherwise, use if there is a Parallel or a Stereo RCA port.
Stage ⇧⇨A⇦⇧B Otherwise, use. Otherwise, use.

On the Subject of the Mouse In The Maze

Inside some bombs is a mouse that is remote-controlled via a chip in its spinal cord.

  • The mouse is located inside one of the following mazes.
  • The mouse can move forward or backward or turn left or right.
  • To disarm the module, navigate the mouse to the accepting position and press the circular button with the labyrinth.
  • Pressing the button at any other location causes a strike.
  • The accepting position is marked with one of four colored spheres. Which one depends on the color of the torus in the middle of the maze, according to the table below.
MazeTorus colorSphere color
GBWY
greenblue
bluewhite
whitegreen
yellowyellow
MazeTorus colorSphere color
WYBG
whiteyellow
greengreen
bluewhite
yellowblue
MazeTorus colorSphere color
GBYW
greenblue
blueyellow
whitegreen
yellowwhite
MazeTorus colorSphere color
YWGB
yellowyellow
bluegreen
greenwhite
whiteblue
MazeTorus colorSphere color
YGBW
whiteyellow
greenwhite
bluegreen
yellowblue
MazeTorus colorSphere color
BYGW
greenyellow
bluegreen
whiteblue
yellowwhite

On the Subject of Murder

This module is powered by the restless soul of a murder victim. The only way to disarm it is to solve the case so the victim can pass peacefully to the afterlife.

See Appendix A for indicator identification reference.
See Appendix B for battery identification reference.
See Appendix C for port identification reference.

  • Select the murderer, murder weapon, and location on the display panels and press "ACCUSE" to disarm the module.
  • The module displays one location in red - this is the room in which the body was found. It is not necessarily the room in which the crime occurred.
  • The table on the next page shows the location of the suspects and potential weapons at the time of the murder. The murderer must have been in the same location as the murder weapon at this time.
  • Some suspects and potential weapons have already been eliminated from the investigation - these are not listed on the module.

Suspects:

  • If there is a lit indicator with label TRN, use row 5 to locate the suspects.
  • Otherwise, if the body was found in the Dining Room, use row 7.
  • Otherwise, if the bomb has 2 or more Stereo RCA ports, use row 8.
  • Otherwise, if there are no D batteries on the bomb, use row 2.
  • Otherwise, if the body was found in the Study, use row 4.
  • Otherwise, if there are 5 or more batteries, use row 9.
  • Otherwise, if there is an unlit indicator with label FRQ, use row 1.
  • Otherwise, if the body was found in the Conservatory, use row 3.
  • Otherwise, the suspects can be located using row 6.

Weapons:

  • If the body was found in the Lounge, use row 3 to locate the weapons.
  • Otherwise, if there are 5 or more batteries, use row 1.
  • Otherwise, if the bomb has a serial port, use row 9.
  • Otherwise, if the body was found in the Billiard Room, use row 4.
  • Otherwise, if there are no batteries on the bomb, use row 6.
  • Otherwise, if there are no lit indicators on the bomb, use row 5.
  • Otherwise, if the body was found in the Hall, use row 7.
  • Otherwise, if the bomb has 2 or more Stereo RCA ports, use row 2.
  • Otherwise, the weapons can be located using row 8.

Locations:


Miss Scarlett Professor Plum Mrs Peacock Reverend Green Colonel Mustard Mrs White
Candle- stick Dagger Lead Pipe Revolver Rope Spanner
1 Dining Room Library Lounge Kitchen Study Conserv- atory
2 Study Hall Billiard Room Lounge Kitchen Library
3 Kitchen Billiard Room Ballroom Library Conserv- atory Dining Room
4 Lounge Ballroom Dining Room Conserv- atory Hall Kitchen
5 Billiard Room Kitchen Study Ballroom Dining Room Hall
6 Conserv- atory Lounge Library Study Billiard Room Ballroom
7 Ballroom Conserv- atory Kitchen Hall Library Study
8 Hall Study Conserv- atory Dining Room Lounge Billiard Room
9 Library Dining Room Hall Billiard Room Ballroom Lounge

On the Subject of the Mystic Square

O knight in shining armour, deliver us from the evils of the skull!

  1. “row”/“column” on this page always refers to the table below.
  2. Do not uncover the skull before uncovering the knight.
  3. How to find the skull:
    1. If the middle position is empty, the skull is under the 7. Continue to step 4.
    2. XX
      X
      XX
      The middle number determines which row/column to use. If the last digit in the serial number is in one of the five cross positions as shown in the diagram on the right, use rows. Otherwise, use columns.
    3. Start from the empty position on the module. Using the table below, consider each number in the row/column and check if it's a direct neighbour to the current position. If it is, continue from that position. The final position is where the skull is located.
    4. To disarm the module, move the sliders into a target constellation shown on the next page.
last serial digit does not lie on
the cross-parts of the module
number in the middle
of the module
12345678
on the
cross-
part
113546728
225738146
364817352
481253467
532684571
676125834
747361285
858472613

“row”/“column” on this page always refers to the module.

Determining the desired constellation:

Before moving any sliders, use the sum of the rows as R1, R2 and R3 and the sum of the columns as C1, C2 and C3 to look up the target constellation in the table below. The following constellation is also always acceptable.

123
456
78
C1 > C2,C3 C2 > C1,C3 C3 > C1,C2 else
R1 > R2,R3
1?2
???
4?3
1?2
???
3?4
1?3
???
7?5
1?3
???
5?7
R2 > R1,R3
?1?
4?2
?3?
?1?
3?2
?4?
?2?
8?4
?6?
?2?
6?4
?8?
R3 > R1,R2
1??
?2?
??3
??3
?2?
1??
3??
?2?
??1
??1
?2?
3??
else
123
?4?
???
1??
24?
3??
???
?4?
123
??1
?42
??3

On the Subject of Neutralization

The rules are simple: neutralize or be neutralized.

  • The module is disarmed by successfully neutralizing an acid contained in a tube by titrating it with a chemical base.
  • In order to solve the module, the type of base, amount of base, and filter state must all be correct.
  • Once the appropriate conditions are set, press “Titrate” to confirm the solution.
  • An incorrect input yields a strike. The correct answer remains unchanged.
  • Useful info may be found in Table NT27: Chemical Information.

Determining Titrants

The acid type can be determined using the following chart:

Solution Color Acid Type
Red Hydrogen bromide
Yellow Hydrogen fluoride
Green Hydrogen chloride
Blue Hydrogen iodide

The base that must be used to titrate can be determined via the following ruleset:

  • If the bomb has an NSA indicator and exactly 3 batteries, add ammonia.
  • Otherwise, if the bomb has a lit CAR, FRQ, or IND indicator, add potassium hydroxide.
  • Otherwise, if the bomb has no ports and the serial number has a vowel, add lithium hydroxide.
  • Otherwise, if the acid's chemical formula has a letter in common with an indicator present on the bomb, add potassium hydroxide.
  • Otherwise, if the number of D batteries is greater than the number of AA batteries, add ammonia.
  • Otherwise, if the anion's atomic number is less than 20, add sodium hydroxide.
  • Otherwise, add lithium hydroxide.

Determining Concentrations

The concentration of the acid can be determined via the following process:

  • Start with the atomic number of the anion of the acid.
  • Subtract the atomic number of the cation of the base.
  • If the anion or cation has a vowel in the chemical symbol, subtract 4.
  • If the anion and cation's chemical symbols have the same number of characters, multiply by 3.
  • Take the least significant digit of the result (removing negative signs).
  • If the number is 0, the number becomes the volume of acid doubled then divided by 5.
  • Divide by 10. This is the concentration of the acid.

The concentration of the base can be determined via the following ruleset:

  • If there are more battery holders than port types and more battery holders than indicators, the concentration is 5.
  • If there are more port types than battery holders and more port types than indicators, the concentration is 10.
  • If there are more indicators than battery holders and more indicators than port types, the concentration is 20.
  • If there is a tie for the most, the concentration is either 5, 10, or 20, whichever is closest to the cation's atomic number.
  • However, if the titration combination is HI and KOH or HCl and NH3, the concentration is always 20.

Determining Drop Count

  • Start with 20 and divide by the concentration of the base.
  • Multiply by the volume of acid and concentration of the acid.
  • The result is the number of drops required to successfully titrate.

Determining Solubility

  • If the module’s acid/base combination on the following chart has “NS” for “Not Soluble”, the filter must be turned ON before the base is added.
  • Otherwise, the filter must be turned OFF.
NH3 KOH LiOH NaOH
HBr S NS NS S
HF NS S NS S
HCl NS NS S NS
HI S S S NS

TABLE NT27: Chemical Information

NT27.1: Bases

Name Chemical Formula Cation Chemical Symbol Atomic Number
Ammonia NH3 Hydrogen H 1
Lithium hydroxide LiOH Lithium Li 3
Sodium hydroxide NaOH Sodium Na 11
Potassium hydroxide KOH Potassium K 19

NT27.2: Acids

Name Chemical Formula Anion Chemical Symbol Atomic Number
Hydrofluoric acid HF Fluorine F 9
Hydrochloric acid HCl Chlorine Cl 17
Hydrobromic acid HBr Bromine Br 35
Hydroiodic acid HI Iodine I 53

On the Subject of Nonograms

Who in the world puts a newspaper puzzle on an explosive device?

  • Each column and row has two colors at the top and at the left side of the grid; only one color can be displayed at a time. Use the exclamation ("!") button to switch colors.
  • Using the table below, get the numbered clues for each column and row by looking up the combination of the colors. The order the colors appear in the module does not matter.
  • Fill in the squares in the grid accordingly to the numbered clues;
    • A number represents a set of adjacent squares that must be filled for that specific column or row.
    • Multiple numbers represent multiple sets of squares separated with at least an unfilled square that must be in same order as the numbers.
    • Numbers in the table are given from top to bottom or left to right.
  • The dot button ("") is used to flag squares as unfilled as a reminder.
  • Pressing on a color will fill, clear or place dots in the column or row.
  • Pressing the clear ("×") button twice in a row will clear the grid.
  • Once the nonogram is complete, press the "SUBMIT" button.
If the last digit of the serial number is... Numbered Clue
odd even
Yellow & Orange Blue & Orange 1
Green & Purple Red & Blue 2
Blue & Orange Yellow & Orange 3
Blue & Yellow Red & Green 4
Red & Green Green & Yellow 5
Red & Orange Orange & Purple 1 1
Blue & Green Green & Orange 1 2
Blue & Purple Green & Purple 1 3
Yellow & Purple Yellow & Purple 2 1
Green & Yellow Blue & Purple 2 2
Red & Blue Red & Orange 3 1
Red & Yellow Red & Purple 1 1 1
None of the above

On the Subject of Number Pads

Try putting in 0000. No? Try 0001. Still not working? We might be here for a while...

See Appendix A for indicator identification reference.

See Appendix B for battery identification reference.

See Appendix C for port identification reference.

  • Enter a 4-digit code using the numbered buttons.
  • Press the green button labelled ENT to submit the entered code.
  • Press the red button labelled CLR to discard the entered code.
  • Perform the first action that applies on each level.
  • The CLR and ENT buttons' colors are to be ignored.

Using the wheel chart, starting from the center, pick a path by following the instructions below for each level you are on. (center level is 1, next one out is 2, etc.) Each path you take is the code digit corresponding to its level number unless contradicted by higher levels' instructions. Follow the final instructions after you complete all four levels.

On the first level, the paths are in order from the upper-right corner going clockwise. On the rest of the levels, they are also in clockwise order.

Level 1:

  • If three or more of the numbered buttons are colored yellow, take the first path.
  • If all three of the numbered buttons 4, 5, and 6 are colored white, blue, or red, take the second path.
  • If the serial number contains a vowel, take the third path.
  • Otherwise, take the fourth path.

Level 2:

  • If there are at least two blue numbered buttons and at least three green buttons, take the first path.
  • If the numbered button 5 isn't blue nor white, take the second path.
  • If there are fewer than two ports on the bomb, take the third path.
  • Otherwise, take the fourth path, and if the top row of buttons contains a green button, subtract 1 from the first digit (if it's 0, it becomes 9).

Level 3:

  • If there are more than two white numbered buttons and more than two yellow numbered buttons, take the first path.
  • Otherwise, take the second path and reverse the current 3-digit code.

Level 4:

  • If there are 2 or fewer yellow numbered buttons, take the first path and add 1 to each digit (if a digit is 9, it becomes 0).
  • Otherwise, take the second path.

Final Instructions:

(follow all instructions in this order)

  • If the last digit of the serial number is even, swap the first and third digits.
  • If there are an odd number of batteries, swap the second and third digits.
  • If neither of the above criteria is met, swap the first and fourth digits.
  • Finally, if the sum of all the digits in the code is even, reverse the code.

Wheel Chart

87253762901430960229286135283990006937984202449674968038685105986376009822136450733418395069163066957885938791430082

To activate Colorblind mode: Hold the CLR button.

On the Subject of Only Connect

Greek letters are too pretentious, so we use Egyptian hieroglyphs.

This module consists of two rounds.

Round 1: Egyptian Hieroglyphs

  • The module displays the six familiar Egyptian hieroglyphs in a 3×2 arrangement, and a team name.
  • Determine how many of the following criteria are met by each of the Egyptian hieroglyphs.
  • Select the Egyptian hieroglyph that meets a number of criteria different from any other Egyptian hieroglyph.
  • Criterion #1 is met if the Egyptian hieroglyph is in the specified location.
  • Criterion #2 is met if the specified place in the serial number occurs in the team name. If the place is a digit, convert it to a letter (0=Z, 1=A, 2=B, ..., 9=I).
  • Criterion #3 is met if the bomb has at least one of the specified port.
Criterion Two ReedsLionTwisted Flax Horned ViperWaterEye of Horus
#1 top lefttop middletop right bottom leftbottom middlebottom right
#2 firstsecondthird fourthfifthsixth
#3 PS/2ParallelRJ-45 Stereo RCASerialDVI-D

Round 2: Connecting Wall

  • The module displays a jumbled-up grid of 9 letters.
  • Group the 9 letters into 3 groups of 3, such that each group contains letters from the same language. There is only one solution.
LanguageNon-English letters used by this languageEnglish letters not used by this language
Albanian
  • ç
  • ë
  • w
Catalan
  • à
  • ç
  • é
  • è
  • í
  • ï
  • ó
  • ò
  • ú
  • ü
Croatian
  • ć
  • č
  • đ
  • š
  • ž
  • q
  • w
  • x
  • y
Czech
  • á
  • č
  • ď
  • é
  • ě
  • í
  • ň
  • ó
  • ř
  • š
  • ť
  • ú
  • ů
  • ý
  • ž
Danish
  • å
  • æ
  • ø
Esperanto
  • ĉ
  • ĝ
  • ĥ
  • ĵ
  • ŝ
  • ŭ
  • q
  • w
  • x
  • y
Estonian
  • ä
  • ö
  • õ
  • š
  • ü
  • ž
  • w
  • x
  • y
Finnish
  • ä
  • ö
  • b
  • c
  • f
  • q
  • w
  • x
  • z
French
  • à
  • â
  • ä
  • æ
  • ç
  • é
  • è
  • ê
  • ë
  • î
  • ï
  • ô
  • ö
  • œ
  • ù
  • û
  • ü
  • ÿ
German
  • ä
  • ö
  • ß
  • ü
Hungarian
  • á
  • é
  • í
  • ó
  • ö
  • ő
  • ú
  • ü
  • ű
Icelandic
  • á
  • æ
  • ð
  • é
  • í
  • ó
  • ö
  • þ
  • ú
  • ý
  • c
  • q
  • w
  • z
Latvian
  • ā
  • č
  • ē
  • ģ
  • ī
  • ķ
  • ļ
  • ņ
  • š
  • ū
  • ž
  • q
  • w
  • x
  • y
Lithuanian
  • ą
  • č
  • ė
  • ę
  • į
  • š
  • ū
  • ų
  • ž
  • q
  • w
  • x
Polish
  • ą
  • ć
  • ę
  • ł
  • ń
  • ó
  • ś
  • ź
  • ż
  • q
  • v
  • x
Portuguese
  • á
  • à
  • â
  • ã
  • ç
  • é
  • ê
  • í
  • ó
  • ô
  • õ
  • ú
  • ü
  • k
  • w
  • y
Romanian
  • â
  • ă
  • î
  • ș
  • ț
Spanish
  • á
  • é
  • í
  • ñ
  • ó
  • ú
  • ü
Swedish
  • ä
  • å
  • ö
Turkish
  • ç
  • ğ
  • ı
  • ö
  • ş
  • ü
  • q
  • w
  • x
Welsh
  • ŵ
  • ŷ
  • k
  • q
  • v
  • x
  • z

Appendix: Names of diacritic marks and foreign letters

  • á
  • ć
  • é
  • í
  • ń
  • ó
  • ś
  • ú
  • ý
  • ź
Acute
  • ő
  • ű
Double acute
  • à
  • è
  • ì
  • ò
  • ù
Grave
  • â
  • ĉ
  • ê
  • ĝ
  • ĥ
  • î
  • ĵ
  • ô
  • ŝ
  • û
  • ŵ
  • ŷ
Circumflex
  • ä
  • ë
  • ï
  • ö
  • ü
  • ÿ
Umlaut or diaeresis
  • č
  • ď
  • ě
  • ň
  • ř
  • š
  • ť
  • ž
Hacek or caron
  • ç
  • ş
Cedilla
  • ģ
  • ķ
  • ļ
  • ņ
  • ș
  • ț
Comma
  • å
  • ů
Ring
  • ă
  • ğ
  • ŭ
Breve
  • ã
  • ñ
  • õ
Tilde
  • ā
  • ē
  • ī
  • ū
Macron or line
  • ą
  • ę
  • į
  • ų
Ogonek
  • ė
  • ż
Dot above
  • đ
  • ł
  • ø
Slash or stroke
  • æ
  • œ
Ligature
  • ð
Eth
  • ı
Dotless i
  • ß
Eszett or sharp s
  • þ
Thorn

On the Subject of Orientation Cube

If the bomb doesn’t kill us a brain haemorrhage will.

In order to defuse this part of the bomb you will need good 3D orientation skills. A virtual cube needs to be rotated into a specific orientation using the four keys along the bottom. Unfortunately there is no display to indicate the current orientation of the virtual cube so you will have to imagine the state of the cube yourself.

The two keys in the bottom left will yaw the cube clockwise or anti-clockwise, respective to looking at the cube from the top.

The two keys in the bottom right will roll the cube clockwise or anti-clockwise, respective to the virtual observer. The virtual observer’s position is indicated on the module as an eye. NOTE: The virtual observer’s position may change.

For example, if the eye is at the bottom then it is facing the ‘FRONT’ face. Pressing ‘Roll clockwise’ will place the ‘LEFT’ face where the ‘TOP’ face is.

If the serial number on the bomb contains the letter R:

Rotate the cube so that the initial left face is in the same position as the initial top face, then press the SET button.

Otherwise, if the bomb has a lit indicator with the label TRN OR it has a lit/unlit indicator with the label CAR:

Rotate the cube so that the initial bottom face is in the same position as the initial right face, then press the SET button.

Otherwise, if the bomb has a PS2 port OR there have been one or more strikes:

Rotate the cube so that the initial bottom face is in the same position as the initial front face and the initial left face is in the same position as the initial bottom face, then press the SET button.

Otherwise, if the serial number on the bomb contains either the number 7 or 8:

Rotate the cube so that the initial right face is in the same position as the initial bottom face and the initial back face is in the same position as the initial front face, then press the SET button.

Otherwise, if there are more than two batteries on the bomb OR the virtual observer’s initial position is facing the initial left face:

Rotate the cube so that the initial top face is in the same position as the initial bottom face, then press the SET button.

Otherwise:

Rotate the cube so that the initial top face is in the same position as the initial left face, then press the SET button.

On a strike:

If you get strike then the virtual cube will be reset to the initial position. Be aware you may need to select a new rule if the observer is now in a different position.

On the Subject of Painting

"I really believe that if you practice enough you could paint the 'Mona Lisa' with a two-inch brush."

After all that hard work defusing bombs, BOB wanted some time to relax and express his creativity. He didn’t take his color blindness into account however, so he is going to need some help.

First off, determine the type of color blindness that BOB has.
Take the first rule that applies*:

  • If the total amount of batteries + indicators + ports + 2 is equal to the amount of characters in the name of one of the color blindness types, use that color blindness type.
  • Otherwise, determine the highest scoring color blindness type based on the number of occurrences of characters that correspond with the distinct set of letters of all indicator labels (lit or unlit). If there is a tie for the top-most score, move on to the next rule. (e.g. MSA + NSA results in the distinct letter set of {A, M, N, S}; this example set against ‘Tritanopia’ would result in a score of 3 (2×A + 1×N)).
  • Otherwise, use the Protanomaly ruleset.

Now swap all colors with their respective colors in the table below. Do this by selecting a color first, then select a field to paint in that color. A wrong color, or painting over a correct color will incur a strike. Also, don’t repaint over a field you have already correctly painted in. This will also incur a strike.

Protanomaly Deuteranomaly Tritanopia
Black → Red Red → Green Blue ⇄ Gray
Brown → Green Blue → Pink Purple ⇄ Black
Orange → Red Green ⇄ Yellow Green → Blue
Blue → Red Pink → Gray Orange ⇄ Red
Green → Orange Purple ⇄ Brown
Purple ⇄ Pink

*: BUT, if you have exactly 2 DVI-D, 1 RJ45 and a lit CLR, BOB would like you to express your own creativity, and change every field into another color of choice.

On the Subject of Passwords

Fortunately this password doesn't seem to meet standard government security requirements: 22 characters, mixed case, numbers in random order without any palindromes above length 3.

  • The buttons above and below each letter will cycle through the possibilities for that position.
  • Only one combination of the available letters will match a password below.
  • Press the submit button once the correct word has been set.
about after again below could
every first found great house
large learn never other place
plant point right small sound
spell still study their there
these thing think three water
where which world would write

On the Subject of Perplexing Wires

Complicated Wires just isn’t complicated enough.

  • Look at each wire: there is a “★” symbol above the wire and an arrow symbol below the wire, as well as three small LEDs on the side.
  • For each wire, use the Venn diagram below to decide whether or not to cut the wire. The meanings of the colors, outlines, and letters in the Venn diagram are described on the next page.
BCQHIJLRBVFPCHURFJTQWVPDUTIMWILD
Red
Solid
Orange
Dash/3 Dots
Yellow
Dash/Dot
Green
Dashes
Blue
Dots
The wire is red, yellow, blue, or white. The wire shares the same color as its arrow. The wire’s star is black. The wire’s position on the bottom is even. The wire crosses another wire.[1]
LetterInstruction
CCut the wire.
FAlways cut the wire, but only cut it first.
LAlways cut the wire, but only cut it last.
WCut the wire if more of the LEDs are on than off.
TCut the wire if the top LED is on.
UCut the wire if its arrow points up or down.
MCut the wire if the arrow points down or right.
HCut the wire if the wire shares a star with another wire.
PCut the wire if its position at the bottom is equal to the number of ports.
BCut the wire if its position at the bottom is equal to the number of batteries.
ICut the wire if its position at the bottom is equal to the number of indicators.
QCut the wire if the color of the wire is unique.
JCut the wire if, at the bottom, it is adjacent to an orange or purple wire.
VCut the wire if the serial number has a vowel, or if the bomb has a USB port.
RCut the wire if its arrow direction is unique.
DDo not cut the wire.

[1] Specifically, two wires are considered “crossing” if their top connectors (near the stars) are in the opposite order from their bottom connectors (near the arrows).

On the Subject of Perspective Pegs

Everything is different from the perspective of another.

Step 1: Key Colour

  • Calculate the alphabetic position difference of the first two letters in the serial number. (A = 1, B = 2, etc.)
  • Regard the difference between alphabetic positions to be positive.
  • If there are four or more letters in the serial number, add the position difference of the third and fourth letters.
  • Look up this number on the Key Colour table to obtain a colour.

Step 2: Sequence Permutation

  • Starting from the peg with three or more sides in this colour and proceeding clockwise, read the outermost facing colour of each peg to form a colour sequence of length five; this is the current sequence.
  • Determine which column of the Sequence Permutation table to use.
  • For each entry in the relevant column:
    • If the prime sequence is present in the current sequence, replace the first occurrence with the alternate sequence to form the new current sequence.
    • Otherwise, if the reverse of the prime sequence is present, replace the last occurrence with the reverse of the alternate sequence.
  • Finally, take the first three colours in the current sequence to obtain the key sequence.

Step 3: Key Sequence

  • Angle the bomb with one peg close to you and in the centre of your view, then observe the five colours facing you in a line; this is the candidate sequence for this view.
  • The key sequence is present in one of the five candidate sequences exactly once, either forward or reverse.
  • Locate the candidate sequence that contains the key sequence, and press the three pegs representing the key sequence in order.
  • If the key sequence is the same backwards as it is forwards, you can press the three pegs in either forward or reverse order.

Table 1.1 Key Colour

Regard the difference between alphabetic positions to be positive.

Take the least significant digit of the number, and look up in the table:

03Red 58Blue
49Yellow 26Purple
17Green

Table 1.2 Sequence Permutation

R – Red, Y – Yellow, G – Green, B – Blue, P – Purple

Determine which column to use based on battery count.

Perform permutations from top to bottom:

1 – 2 Batteries 3 – 4 Batteries 0, 5+ Batteries
Prime Alternate Prime Alternate Prime Alternate
R Y Y B P Y B P B Y B G P Y B R G B
Y P G P B R Y Y P B R P Y R P R Y R
R G P B G R G R B Y P B G Y R G B P
Y B G B Y Y R P Y G B G B Y G P G R
P P R R Y P Y G G P B R R P Y G Y B
B G B P Y G G P B Y G Y P P G P B R
Y G B G P Y P R P B B G R Y Y B B R
P G G G Y R R Y R R P B Y G P P Y Y

On the Subject of Piano Keys

What do you get when you drop a piano down a mine shaft? A flat minor.

See Appendix A for indicator identification reference.
See Appendix B for battery identification reference.
See Appendix C for port identification reference.
See the next page for piano/keyboard reference.

  • A piano keys module will present with 3 musical symbols in the top indicator and a 12-note keyboard to input with.
  • Each rule consists of one or more required symbol(s) and optional further requirements based on the bomb casing.
  • Follow the list of rules down until one matches the criteria for the module; then execute the sequence of notes listed.
  • A failed attempt will require re-entry of the entire note sequence.
Required Symbol(s) Further Requirements Note Sequence
b Last digit of serial number is even Bb Bb Bb Bb Gb Ab Bb Ab Bb
c or # 2 or more battery holders Eb Eb D D Eb Eb D Eb Eb D D Eb
n and U (No other requirements) E F# F# F# F# E E E
C or T RCA port is present Bb A Bb F Eb Bb A Bb F Eb
B SND indicator is present and lit E E E C E G G
m or U or c 3 or more batteries C# D E F C# D E F Bb A
b and # (No other requirements) G G C G G C G C
C or m Serial number contains a 3, 7 or 8 A E F G F E D D F A
n or T or B (No other requirements) G G G Eb Bb G Eb Bb G
(No requirement) (No other requirements) B D A G A B D A

Piano/Keyboard Reference

Use the following graphic as a reference to how tones are mapped onto a standard 12-note piano/keyboard.

This graphic can also be found in Appendix Piano

On the Subject of Plumbing

I'd wash your hands after this one...

  • The module has 4 input pipes (left) and 4 output pipes (right). At least one input pipe and one output pipe will be active.
  • The defuser must connect all active input pipes to all active output pipes, whilst taking care not to connect inactive pipes, using the 6 by 6 grid of pipes. Clicking on a pipe in the 6 by 6 grid will rotate it.
  • All pipes connected to an active pipe must also correctly connect to other pipes. Any pipe with a connection not going into another pipe (or going into an inactive in/out pipe) will cause a strike upon checking the solution.
  • Once the solution has been entered, press “CHECK” to verify the solution. An incorrect solution will cause a strike.
  • Active input and output pipes are determined using the table below. If the pipe has more points for it than against, it is active.
Red Input
  • For: Serial contains a ‘1’
  • For: Exactly 1 RJ45 port
  • Against: Any duplicate ports
  • Against: Any duplicate serial characters
Yellow Input
  • For: Serial contains a ‘2’
  • For: One or more Stereo RCA ports
  • Against: No duplicate ports
  • Against: Serial contains a ‘1’ or ‘L’
Green Input
  • For: Serial contains 3 or more numbers
  • For: One or more DVI-D ports
  • Against: Red Input is inactive
  • Against: Yellow Input is inactive
Blue Input
  • Note: Always active if all other inputs are inactive
  • For: At least 4 port types
  • For: At least 4 batteries
  • Against: No ports
  • Against: No batteries
Red Output
  • For: One or more Serial ports
  • For: Exactly one battery
  • Against: Serial contains more than 2 numbers
  • Against: More than 2 inputs are active
Yellow Output
  • For: Any duplicate ports
  • For: Serial contains a ‘4’ or ‘8’
  • Against: Serial doesn’t contain a ‘2’
  • Against: Green Input is active
Green Output
  • For: Exactly 3 inputs are active
  • For: Exactly 3 ports are present
  • Against: Less than 3 ports are present
  • Against: Serial contains more than 3 numbers
Blue Output
  • Note: Always active if all other outputs are inactive
  • For: All inputs are active
  • For: Any other output is inactive
  • Against: Less than 2 batteries
  • Against: No Parallel port

On the Subject of Poetry

Will you write your way into her heart?

  • You will see a member of the Poetry Club on the module. Write a poem for her using her favorite words.
  • To determine the correct word(s) out of the 6 words provided on the module, calculate the distance between the name of the shown girl and each word using the table below.
  • To calculate the distance, start from the cell containing the girl’s name and jump from one cell to a horizontally or vertically (not diagonally) neighboring cell. Count the minimum number of jumps needed to reach the cell containing the word.
  • Pick any word with the least distance to advance. After picking 3 words correctly, the module will be disarmed. Picking a wrong word will result in a strike and the words will reset.
Melanie Jane Hana Lacy
Melanie Jane Hana Lacy

Melanie clarity flow fatigue hollow Jane
energy sunshine ocean reflection identity black
crowd heart weather words past solitary
relax dance weightless morality gaze failure
bunny lovely romance future focus search
Hana cookies compassion creation patience Lacy

On the Subject of Points of Order

We are playing weird 4-card KTANE Mao. Play begins with me and proceeds in a clockwise direction.

  • Welcome to this game of Mao. You joined at just the right time. We’ve already played five cards in accordance with the current rules of the game.
  • You have four cards on your hand. Once you pick up your cards, you must play a valid card within 5 seconds to defuse the module.
  • Playing a bad card or failing to play a card within 5 seconds will result in a strike. You will also receive four new cards.

To find out what the current rules of the game are, examine the cards already played and determine which two of the following rules are active and which one is inactive:

  1. Examine the first and second character of the serial number. Depending on whether each is a letter or a number, the next card’s suit must be one of the following:
    First characterSecond characterPreviously-played suit
    LetterLetter or or or or
    LetterNumber or or or or
    NumberLetter or or or or
    NumberNumber or or or or
  2. Take the alphabetic position of the fourth character of the serial number and add/subtract 3 until it’s in the range 3–5. Ranks must alternate between being divisible and not divisible by this number.
  3. Take the alphabetic position of the fifth character of the serial number and add/subtract 3 until it’s in the range 0–2. Call this number x. Ranks of consecutive cards must have a difference of x + 2 or x + 3 (with wraparound allowed).

Ranks are considered to be numbered from 1 (Ace) to 13 (King).

Only one of the four cards in front of you is valid to play under the two active rules.

On the Subject of Poker

Usually in poker, the wrong call means losing a lot of money. Here, it means death.

SEE SECTION PK71 FOR POKER HAND RANKINGS.

The module will display a single face-up card.

You must push two of the buttons and one of the face-down cards in order to disarm it.

Use the given card to determine which of the four flow charts you should use.

Use the flow charts to determine your 5-card poker hand and press the appropriate button.

Your opponent will then respond. Use the two-way table to determine whether the response is the "truth" or a "bluff".

Your opponent will then make a bet. Use the betting rules to determine which of the four final cards you should press.

  • If you have NO HAND, press FOLD.
  • If you have A PAIR or TWO PAIR, press CHECK.
  • If you have THREE OF A KIND or A STRAIGHT, press MIN RAISE.
  • If you have A FLUSH or A FULL HOUSE, press MAX RAISE.
  • If you have FOUR OF A KIND or A STRAIGHT FLUSH, press ALL-IN.

Flow Charts

Ace of Spades:

King of Hearts:

Five of Diamonds:

Two of Clubs:

Bluff or Truth?

Starter card
AceKingFiveTwo
TruthTruthTruthBluff“Terrible play!” O
p
p
o
n
e
n
t
R
e
s
p
o
n
s
e
BluffTruthTruthBluff“Awful play!”
TruthBluffBluffBluff“Really?”
BluffBluffTruthBluff“Really, really?”
TruthBluffBluffTruth“Sure about that?”
BluffTruthTruthTruth“Are you sure?”

Betting Rules

$25 Bet:

If the first card is red and there is a lit BOB indicator, press the fourth card.
Otherwise, if your opponent said "Awful play!" and the starter card was the Ace of Spades, press the first card.
Otherwise, if there is an unlit FRQ indicator and the fourth card is black, press the second card.
Otherwise, if there is at least one diamond and your opponent said "Really?" or "Really, really?", press the third card.
Otherwise, if the fourth card is a spade and there are more than four batteries, press the third card.
Otherwise, if the third card is a diamond and the second card is not a club, press the second card.
Otherwise, if your opponent said "Are you sure?" and the starter card was the Two of Clubs, press the first card.
Otherwise, if the starter card was the Five of Diamonds, press the fourth card.
Otherwise, if the second card is a club and there is no RJ-45 port, press the second card.
Otherwise, press the first card.

$50 Bet:

If your opponent said "Sure about that?" and the fourth card is a heart, press the first card.
Otherwise, if there are no clubs and the starter card was the Two of Clubs, press the third card.
Otherwise, if a heart appears anywhere above a spade and there are no diamonds press the fourth card.
Otherwise, if the first card is a heart and the starter card was not the King of Hearts, press the second card.
Otherwise, if your opponent said "Really, really?" and the first or second card are hearts, press the fourth card.
Otherwise, if the starter card was the Five of Diamonds and there is a parallel port, press the first card.
Otherwise, if there is a lit TRN indicator and there is at least one black card, press the second card.
Otherwise, if your opponent said "Terrible play!", press the third card.
Otherwise, if the digits of the serial number add up to less than ten press the first card.
Otherwise, press the third card.

$100 Bet:

If your opponent said "Really, really?", press the second card.
Otherwise, if your opponent said, "Really?", press the fourth card.
Otherwise, if there are no D batteries and the starter card was the Ace of Spades, press the first card.
Otherwise, if the digits of the serial number add up to a prime number and there is at least one heart, press the fourth card.
Otherwise, if a club and a spade appear and your opponent said "Sure about that?", press the third card.
Otherwise, if a club and a spade appear next to each other, press the second card.
Otherwise, if there is an unlit MSA indicator, press the first card.
Otherwise, if there is at least one diamond, press the third card.
Otherwise, if your opponent said "Awful play!", press the fourth card.
Otherwise, press the second card.

$500 Bet:

If there is more than one club, press the third card.
Otherwise, if the serial number contains a vowel and there is at least one spade, press the second card.
Otherwise, if there are no ports and there is at least one heart, press the first card.
Otherwise, if there are no red cards, press the fourth card.
Otherwise, if your opponent said "Are you sure?", press the fourth card.
Otherwise, if there are no lit indicators and the first card is a heart, press the third card.
Otherwise, if there is at least one unlit indicator and the second card is a club, press the second card.
Otherwise, if your opponent said "Really?" and there are no black cards, press the first card.
Otherwise, if there is more than one D battery, press the third card.
Otherwise, press the fourth card.

PK71

Poker hands are ranked (strongest to weakest) as follows:


Royal Flush
Ten, Jack, Queen, King, Ace of the same suit.
Straight Flush
Five consecutive values of the same suit.
(N.B. Aces can be high or low but not both simultaneously).
Four of a Kind (Quads)
Four cards of the same value.
Full House
Three cards of the same value and two cards of another value.
Flush
Five cards of the same suit.
(N.B. In the event two flushes are held, the highest card wins).
Straight
Five consecutive values of any suit.
(N.B. Aces can be high or low but not both simultaneously).
(N.B. In the event two straights are held, the highest card wins).
Three of a Kind (Trips)
Three cards of the same value.
Two Pair
Two cards of the same value and two cards of another value.
Pair
Two cards of the same value.
No Hand
No matching values.
(N.B. In the event that two players have no hand, the highest card wins).

On the Subject of Polyhedral Mazes

What’s a pentecostal hexadecimal contradiction?

Identify the polyhedron[1] on the module and find its corresponding net[2] below.

The number in the bottom-left of the module shows the current face on the polyhedron. The number in the bottom-right shows the destination face that must be reached to defuse the module.

Navigate to the destination face without crossing any of the thick lines. These are not visible on the module. The letters and the curved lines indicate faces that are connected even though they are not adjacent in the net.

4-Truncated Deltoidal Icositetrahedron0230826534138122467359431328131432204019291011392516152718224123JJ3637BBBB3321DDCCAACC17EEDDAAGGChamferedDodecahedron0234826381301224673995428143620321011331132718292535402319DD22FF3321HHGGDD1716AA15AA41BBBBMM37KKCCIIChamfered Icosahedron02030193242121846133822402123479316113110CC43152827JJ73637335296244884452617GG41143525EEDDHH39441AACCBB49EE342BB

[1] https://en.wikipedia.org/wiki/Polyhedron

[2] https://en.wikipedia.org/wiki/Net_(polyhedron)

Deltoidal Hexecontahedron052511453501135459385827553926285635258165729249153617DD723203722321452434649464442105484041114718EE33323112BBAA19BB30CC34DDCCDisdyakis Dodecahedron072316162238254117213937442401820323314719153330248143429432535284426CC36AA2711451012469DD13AABBJoined SnubCube (laevo)0323213148305398245820101126442334212856423335222752291950124349AA57417162518381354457403736AA55CCFF1415464147KK59DDEE6GG39GG5MMEE51JJBBJoined Rhombicuboctahedron026362519241116102881793329273241183447340376239471443013384320314214BB2321152246GG12EEBBAA45HH35CCDD5IIFFPentagonal Hexecontahedron (laevo)0152425132425265043292755544423422085937402210219582873841455576131146491556FF145312BB47LLKK32481631DD3319CCMM34183017JJ36EEHHII3539DDAACCCanonicalRectifiedSnub Cube(laevo)0244630116173854345059522811821234326424858295135109CC192055394737613BBGG1823125DD536PP749LL4122II1460HH33275715134536FF5JJBB405612EE32II44JJAA4AADDFF
Orthokis Propello Cube083217635334401020453435434411192618469174131124721282227361630151421329BB39244238DD37AABB23EEAA25PentakisDodecahedron010111522125153263315027145425244552813382923204359563937214244585735722411630366846403234175474533189CC15AA4919CC48DDBBRectifiedRhombicuboctahedron0224630383233231348164018549394138171144242128174526DD252029262719AA1543104214BB36FF34FF4GG12EE3537BB31CC47KK9EEJJMMTriakis Icosahedron023816364887143750494256122618304413251943BB162431222027151721542941452359463951575405352105834DDCC323311GG359EE345547EE28BBAARhombicosidodecahedron0124032164544250521058203614222833252464425646985926183441303123382111BB605351574755539273515AA37132948496145431177DD19EE3BBCCCC

On the Subject of Probing

Not that kind of probing...

This module has six wires and two crocodile clips. Each wire carries three alternating currents (AKA 3-phase current), each phase a different frequency. The possible frequencies are 10Hz, 22Hz, 50Hz and 60Hz.

In order to probe the circuit you need to connect the red clip to a wire and the blue clip to a different wire. Common frequencies in both wires will cancel out and the display will show the remaining frequencies, in order from lowest to highest.

If the red and white wire contains a 50Hz current connect the red clip to the wire with the frequencies 10Hz, 22Hz and 60Hz, otherwise if the red and yellow wire does not contain a 10Hz current connect the red clip to the wire with the frequencies 22Hz, 50Hz and 60Hz, otherwise connect the red clip to the wire with the frequencies 10Hz, 22Hz and 50Hz.

If the yellow and red wire contains a 10Hz current connect the blue clip to the wire with the frequencies 10Hz, 50Hz and 60Hz otherwise connect the blue clip to the wire that contains the frequencies 10Hz, 22Hz and 50Hz.

Leave the clips connected for at least six seconds to defuse. Leaving the incorrect wires connected for more than six seconds will cause a strike.

NOTE: Be aware that each time a strike is gained the frequencies in each wire may change.

On the Subject of Radiator

Is it me or is it getting hot in here?

This module has 2 stages. The temperature stage and the water stage. You will need to keep the value of the temperature stage to work out the value of the water stage.

Submit the temperature stage before the water stage. If you make a mistake, press the reset button.

If the number is not correct for that stage, a strike will be given, and the module must be started over.

HOWEVER, if a lit FRK indicator and a lit BOB indicator are present, submit 13 for the temperature and 37 for the water.

If a number is greater than 99, only use the last two digits of the number.

Temperature
Starting at 0, if the serial number contains one or more of the letters and numbers: RADI4TØ7*, add 10 for every occurrence of each letter or number.
For every pair of AA batteries, add 5 to the number.
For every D battery, take 5 away from the number.
If you end up with a negative number after you have applied these rules then multiply by -1.
Submit the number and keep the answer for the water stage.
Water
Take the number you got for the temperature and divide it by 3.
If the number is not a whole number, only take the integer part of the number.
If there is an RJ-45 port, add 50 to the number.
If there are any lit indicators, add 20 to the number.
If there are any unlit indicators, follow the table for unlit indicators below.
At the end if you receive a negative number multiply by -1.
Submit this number.
Unlit indicators table
BOB --> +40
NSA --> -10
FRQ --> +2
MSA --> +25
FRK --> -1
* In the list of serial characters, Ø is zero, O would be Oscar.

On the Subject of Resistors

“It is easier to resist at the beginning than at the end.”
― Leonardo da Vinci, on procrastination

The module contains 2 input pins (A and B), 2 resistors, and 2 output pins (C and D). Follow the rules to make the correct connections. To make a connection, click one pin and then another. Press CLEAR to remove all connections.

  1. Take the first digit of the bomb's serial number (or 0 if there are no digits). The primary input is A if even, B if odd.

  2. Take the last digit of the bomb's serial number (or 0 if there are no digits). The primary output is C if even, D if odd.

  3. The target resistance in Ω is calculated as follows:

    1. Take the first two digits of the bomb's serial number.
      e.g. 2E7X1927, ZJ3MLN3, ABCDEF0
    2. For each battery present on the bomb (up to a max of 6), multiply by 10.
  4. Connect the primary input to the primary output, with the target resistance.

    Note: all resistance values are checked to be within 5% accuracy.

  5. If a lit FRK indicator is present, also connect the primary input to the other (secondary) output, with the target resistance.

    Note: this means C and D will also be connected with some non-infinite resistance. This value is not checked as part of your solution, and so can be anything.

  6. If step 5 did not apply and at least 1 D cell battery is present, connect the secondary input to the secondary output, with 0Ω resistance.

  7. Press CHECK when finished to check the solution. All input/output pairs not mentioned should be disconnected.

Consult the following page to learn how to produce the target resistance.

Producing resistance

An input and output can be connected via one of five paths.

  1. No resistors, 0Ω of resistance.
  2. Top resistor.
  3. Bottom resistor.
  4. Both resistors in serial.
        i.e. input → top resistor → bottom resistor → output
    The combined resistance is the sum of the individual resistances.
  5. Both resistors in parallel.
        i.e. input → top resistor, input → bottom resistor,
        top resistor → output, bottom resistor → output
    The combined resistance is less than either of the individual resistances.

For the curious... it's: 1 / (1 / (top resistance) + 1 / (bottom resistance))
Don't worry, this won't be on the test!

Reading resistors

Each resistor has a sequence of three colored bands, indicating a two-digit number and a multiplier. A fourth band indicates a tolerance value (not used). The fourth band is separated by a gap from the first three. Resistors can be rotated; take care to read the bands in the correct direction.

Color First Band Second Band Multiplier
Black 0 0
Brown 1 1 10Ω
Red 2 2 100Ω
Orange 3 3 1,000Ω
Yellow 4 4 10,000Ω
Green 5 5 100,000Ω
Blue 6 6 1,000,000Ω
Violet 7 7 10,000,000Ω
Gray 8 8
White 9 9
Gold 0.1Ω
Silver 0.01Ω

For example, Green Violet Yellow indicates 57 × 10,000Ω = 570,000Ω.

On the Subject of Rhythms

Have you ever taken a music theory class where you had to count and clap rhythms? This is just like that, only here your suffering ends when you get it wrong.

See the next page for musical note durations.

  1. The colored indicator light will flash in one of the rhythms shown below.
  2. To defuse this module, two buttons will need to be pressed in succession, each held until the correct number of beeps are heard.
  3. The button order and length is specified in the table below.

Each button press is represented by a musical note and an alphanumeric digit. The musical note is the label of the button that must be pressed, and the digit is the number of beeps that must be heard before the button is released, or P if the button should be pressed and released immediately.

Rhythm of
Light Flashes
Color of Indicator Light
Blue Red Green Yellow**
♩2/♪P *** ♬2/♪P ♫2/♪P
♩1/♬P ♪P/♩P ♫P/♪1 ♫1/♬1
♫1/♪P ♪1/♫1 ♩P/♬P ♬P/♬1
♪P/♫P ♬1/♩P ♬1/♬P ♫1/♪P
♪1/♫P ♬P/♫P ♩1/♪P ♬P/♫1
♩1/♬1 ♪P/♪1 ♫P/♪P ♫P/♩1
♩P/♪1* ♫P/♫1* ♬P/♬1* ♪P/♪P*

*Use the first button press in place of the second if there is more than one battery on the bomb

**Hold both buttons for one additional beep per lit indicator on the bomb

***Press buttons as quickly as possible until module is disarmed

Musical Note Duration Reference

Musical notes have many important properties, but for this module only their duration is important. Every pattern shown above consists of four beats, and they are distributed between the following notes:

Half Note: This note lasts for two beats, exactly half of a measure.
Dotted Quarter Note:* In-between a quarter note and a half note, the dotted quarter note lasts for one and a half beats.
Quarter Note: The most common note, the quarter note lasts for one beat.
Eighth Note: The basis of syncopation, the eighth note lasts for half of a beat.
Sixteenth Note: The bane of woodwind players everywhere, the sixteenth note lasts for a quarter of a beat.
=Beamed Eighth Notes: To enhance clarity, successive eighth notes are often drawn with a single beam connecting them.
=Beamed Sixteenth Notes: Similarly, successive sixteenth notes are often drawn with two beams connecting them.
Eighth Note Triplet:* Each note in this triplet lasts for a third of the beat.

*Dots and triplets can be added to any note durations, but this module only uses dotted quarter notes and eighth note triplets.

If all else fails, then you can trust the spacing of the notes to guide you.

On the Subject of Rock-Paper-Scissors-Lizard-Spock

Anecdotal evidence suggests that in the game of Rock-Paper-Scissors, players familiar with each other will tie 75 to 80% of the time due to the limited number of outcomes. Rock-Paper-Scissors-Lizard-Spock was created by Internet pioneer Sam Kass as an improvement on the classic game. All hail Sam Kass. Hail.

To disarm this module, determine the correct signs to press.

First, determine the decoy. If the five signs are arranged in a regular pentagon, there is no decoy. Otherwise, the decoy is the one that is in the middle of the arrangement or in the middle in a line of three (horizontal, diagonal or vertical).

Next, go through the rows of the following table and determine the highest-scoring sign in each row. Stop at the first row in which there’s no tie and the highest-scoring sign is not the decoy. Then press the signs on the module that beat this sign. If no row applies, press all signs except the decoy.

Which sign beats which? It’s very simple. Scissors cuts paper. Paper covers rock. Rock crushes lizard. Lizard poisons Spock. Spock smashes scissors. Scissors decapitates lizard. Lizard eats paper. Paper disproves Spock. Spock vaporizes rock. And, as it always has, rock crushes scissors.

# of occurrences of: Rock Paper Scissors Lizard Spock
serial number letter
Skip this row if the serial number contains X or Y.
R, O P, A S, I L, Z C, K
port
Skip this row if a PS/2 port is present.
RJ-45 Parallel Serial DVI-D Stereo
RCA
lit indicator
Skip this row if a lit TRN indicator is present.
FRK, FRQ BOB, IND CAR, SIG CLR, NSA SND, MSA
unlit indicator
Skip this row if an unlit TRN indicator is present.
FRK, FRQ BOB, IND CAR, SIG CLR, NSA SND, MSA
serial number digit 0, 5 3, 6 1, 9 2, 8 4, 7

On the Subject of Round Keypads

I think someone tried to make this module look really cool, but failed.

  • The circular keypad contains 8 symbols from the columns below.
  • Find the column below that contains the most symbols from the keypad.
  • If two or more columns have the most symbols, use the right-most column.
  • Press all buttons that have a symbol not present on the correct column.


Table 1
ULFMoves
012L’F’
345D’U’
678UB’
9ABFB
CDELD
FGHR’U
IJKU’F
LMNB’L’
OPQBR
RSTDL
UVWRD’
XYZF’R’
Table 2
ColorNumber
Yellow1
Blue2
Red3
Green4
Orange5
White6

On the Subject of Rubik’s Cube

Remember this impossible thing? Now it’s on a bomb. Have fun.

The bomb presents an unsolved Rubik’s cube. To disarm the module, solve the Rubik’s cube. The following steps can be used to determine the sequence of moves necessary to solve it. If you get lost, press the Reset button to return the cube to its original state.

  • Start with Table 1 on the right. Observe the color of the U, L, and F faces on the cube. Cycle each corresponding column down a number of rows as specified in Table 2.
  • Take the serial number, but eliminate the character at the position corresponding to the color of the D face (again, using Table 2).
  • Look up each remaining character of the serial number in the modified Table 1 to obtain two moves per character, or a total of 10 moves.
  • If the R face is red, green or blue, take both moves for each serial number character in order. Otherwise, first take every first move for each serial number character, then every second move for each character.
  • If the R face is red or yellow, change the first five moves to their opposites.
  • If the R face is green or white, reverse the order of all the moves.
  • Finally, perform the resulting sequence of moves on the cube.

Clarifications:

  • F is the face with the Reset button. The faces visible from a direct view at the module are U, L and F.
  • The “color” of a face is the color of the sticker in the middle of that face.
  • A move is performed by rotating the corresponding face clockwise. A prime (’) indicates the opposite move (i.e. counter-clockwise).

Faces: U = up, D = down, L = left, R = right, F = front, B = back

On the Subject of S.E.T.

Modules based on card games seem to be a thing now.

  • The module presents a keypad with mysterious symbols.
  • A S.E.T. (Strangely Elusive Triplet) is a set of three symbols that satisfies all four of the following conditions:
    • The symbols have the same shading or all different shadings (filled, wavy-patterned and empty).
    • The symbols have the same quantity of dots or all different quantities of dots (0, 1 and 2).
    • The symbols can be found in all the same row or all different rows in Table 1.
    • The symbols can be found in all the same column or all different columns in Table 1.
  • The symbols on the keypad contain a single S.E.T. consisting of three symbols. Press those symbols (in no particular order).
Table 1

On the Subject of the Safety Safe

This safe either contains immense riches, or is empty.

  • All 6 dials must be oriented correctly to solve the module.
  • Each dial has a tell, where it clicks louder. This is the starting location for each dial.
  • Follow the rules below to determine how far to rotate each dial after the starting location.
  • Turn the lever to check the solution. Any correct dials are indicated with a green light, and any incorrect dials are indicated with a red light.
  • Starting at 0, add the number of port types on the bomb, multiplied by 7.
  • Add the number of lit indicators with a matching letter in the serial, multiplied by 5.
  • Add the number of unlit indicators with a matching letter in the serial.
  • For the first five dials, add the number obtained from the table on the next page, using both the location of the dial and the serial number as reference.
  • For the last dial, add the sum of the numbers in the last column using all characters in the serial number as a reference.
  • Note: A full rotation takes 12 turns.
Dial
Top
Bottom
Left
Middle
Right
Left
Middle
Right
Serial
First
Second
Third
Fourth
Fifth
All
A
8
3
4
8
9
0
B
10
1
3
7
3
8
C
2
1
1
5
3
6
D
11
6
11
11
7
7
E
0
5
5
8
2
1
F
4
2
7
7
1
5
G
7
4
4
2
10
5
H
8
3
6
6
6
5
I
0
11
0
0
9
10
J
2
11
8
0
5
6
K
5
2
5
1
0
4
L
1
9
8
11
11
11
M
1
7
9
5
6
2
N
9
5
1
4
4
9
O
5
9
8
10
2
8
P
3
10
9
1
9
7
Q
4
10
6
1
4
8
R
8
0
4
0
6
11
S
9
4
0
6
3
10
T
7
6
7
11
5
3
U
11
9
6
3
11
1
V
11
11
2
8
1
0
W
6
0
11
6
11
2
X
4
2
7
2
8
10
Y
10
7
10
10
8
9
Z
3
7
1
10
0
4
0
7
0
3
5
8
6
1
9
10
10
9
1
2
2
2
5
11
7
7
3
3
10
8
10
4
10
4
4
6
8
0
3
5
0
5
6
3
3
3
0
11
6
1
1
5
2
7
3
7
0
6
2
4
2
1
8
5
4
9
9
10
7
9
3
8
2
9
4
9

On the Subject of Sea Shells

Clear communication is crucial when defusing bombs. One can only assume that this module doesn't want to be defused.

  • The Sea Shells module consists of a display and five buttons.
  • The display shows a phrase. The first two words of the phrase refer to a row of Table 1. The third and fourth words refer to a column of Table 1. The remainder of the phrase refers to Table 2.
  • Table 1 will give a code, and Table 2 will provide a key to turn the code into a sequence of words.
  • The buttons must be used to input the sequence of words. Pressing an incorrect button will result in a strike and reset the current stage of the module.
  • Inputting a correct sequence three times will disarm the module.

Table 1:

SEA SHELLS SHE SHELLS SEA SELLS SHE SELLS
SHE SELLS BDABDAB ACEEAC EACEACE DAABDAB
SHE SHELLS BEEBBE CDCCDB EAEAEA BEEDA
SEA SHELLS ABABA EAAEEA DBEAC ABDBAA
SEA SELLS ACACEAC DBAEC EBDADAB CECEC

Table 2:

ON THE SEA SHORE A = shoe
D = sit
B = shih tzu
E = sushi
C = she
 
ON THE SHE SORE A = can
D = 2
B = toucan
E = cancan
C = tutu
 
ON THE SHE SURE A = witch
D = twitch
B = switch
E = stitch
C = itch
 
ON THE SEESAW A = burglar alarm
D = burger
B = Bulgaria
E = llama
C = armour
 

On the Subject of Semaphore

This module demands attention from the sea - unlucky for you the bomb's bone dry.

See the next page for semaphore reference.

  • A semaphore module will present with a previous button, a next button, an OK button and a semaphore indicator.
  • Use the previous and next buttons to navigate through the semaphore sequence, starting from the left-most semaphore character to the right-most semaphore character.
  • The semaphore sequence will contain some characters from the serial number on the bomb, but also includes one other character not present in the serial number.
  • Navigate to the one and only character that is missing from the serial number, and then press the OK button.
  • Control characters, such as 'Numerals', 'Letters', 'Error', 'Rest' and 'Cancel' are not considered as a valid answer.

Semaphore Reference

Numbers are signalled by first signalling 'Numerals', then the numbers. Similarly, letters are signalled by first signalling 'Letters', then the letters.

Use the following graphics as a reference to how to interpret semaphore characters.

Rest / Space
Rest / Space
Numerals
Numerals
Error / Attention
Error / Attention
A or 1
A or 1
B or 2
B or 2
C or 3
C or 3
D or 4
D or 4
E or 5
E or 5
F or 6
F or 6
G or 7
G or 7
H or 8
H or 8
I or 9
I or 9
J or Letters
J or Letters
K or 0
K or 0
L
L
M
M
N
N
O
O
P
P
Q
Q
R
R
S
S
T
T
U
U
V
V
W
W
X
X
Y
Y
Z
Z
Cancel / Annul
Cancel / Annul

On the Subject of Shape Shift

The concept is simple: change a shape into another shape according to certain rules. The rules, however, are not so simple.

Starting at the shape displayed on the module, follow the flowchart and submit the first shape which is visited twice.

Is there a DVI-D port? Is there a lit SIG indicator? Is there an RJ-45 port? Does the serial # contain a vowel? Is there a lit IND indicator? Is there a PS/2 port? Is there an unlit FRQ indicator? Is there a parallel port? Are there three or more batteries? Are there two or more AA batteries? Is the last digit of the serial # odd? Is there a lit MSA indicator? Is there an unlit BOB indicator? Is there a lit SND indicator? Is there a stereo RCA port? Is there an unlit CAR indicator? YES NO YES NO YES NO YES NO YES NO YES NO YES NO YES NO YES NO YES NO YES NO YES NO YES NO YES NO YES NO YES NO

On the Subject of Silly Slots

Sassy Sally said sorry since soggy Steven slurped soup.

Only press the KEEP button when the slots are in a LEGAL state. Only pull the lever when the slots are in an ILLEGAL state. The module will automatically defuse after 4 pulls of the lever.

The slots are in an ILLEGAL state if any of these statements are true:

  • There is a single Silly Sausage.
  • There is a single Sassy Sally, unless the slot in the same position 2 stages ago was Soggy.
  • There are 2 or more Soggy Stevens.
  • There are 3 Simons, unless any of them are Sassy.
  • There is a Sausage adjacent to a Sally, unless every adjacent Sally is Soggy.
  • There are exactly 2 Silly slots, unless they are both Steven.
  • There is a single Soggy slot, unless the previous stage had any number of Sausage slots.
  • All 3 slots are the same symbol and colour, unless there has been a Soggy Sausage in any previous stage.
  • All 3 slots are the same colour, unless any of them are Sally or there was a Silly Steven in the last stage.
  • There are any number of Silly Simons, unless there has been a Sassy Sausage in any previous stage.

UNDERLINED words are placeholders, substitute them for the correct word using the matrix below and the keyword found on the module’s display. This keyword changes when the lever is pulled.

Placeholder
SassySillySoggySallySimonSausageSteven
Key Word SassyBlueRedGreenCherryGrapeBombCoin
SillyBlueGreenRedCoinBombGrapeCherry
SoggyGreenBlueRedCoinCherryBombGrape
SallyRedBlueGreenGrapeCherryBombCoin
SimonRedGreenBlueBombGrapeCherryCoin
SausageRedBlueGreenGrapeBombCoinCherry
StevenGreenRedBlueCherryBombCoinGrape

On the Subject of Simon Says

This is like one of those toys you played with as a kid where you have to match the pattern that appears, except this one is a knockoff that was probably purchased at a dollar store.

  1. One of the four colored buttons will flash.
  2. Using the correct table below, press the button with the corresponding color.
  3. The original button will flash, followed by another. Repeat this sequence in order using the color mapping.
  4. The sequence will lengthen by one each time you correctly enter a sequence until the module is disarmed.
Blue Yellow Red Green

If the serial number contains a vowel:

Red Flash Blue Flash Green Flash Yellow Flash
Button to press: No Strikes Blue Red Yellow Green
1 Strike Yellow Green Blue Red
2+ Strikes Green Red Yellow Blue

If the serial number does not contain a vowel:

Red Flash Blue Flash Green Flash Yellow Flash
Button to press: No Strikes Blue Yellow Green Red
1 Strike Red Blue Yellow Green
2+ Strikes Yellow Green Blue Red

On the Subject of Simon Screams

He’s angry! He’s furious! He’s enraged! He’s had it!

  • This module has six lights colored red, orange, yellow, green, blue and purple. These will flash in a sequence that grows longer with each stage. There are 3 stages.
  • At each stage, consider the whole sequence of flashes. In the large table, find the first applicable row and the correct column. From that entry, take the letter in the position corresponding to the current stage and look at its corresponding column in the smaller table.
  • Go through that column from top to bottom and press every color whose condition applies. The colors are (R)ed, (O)range, (Y)ellow, (G)reen, (B)lue, (P)urple, and “#” means “serial number”.
  • Every time the sequence flashes again, your current stage’s input is reset.
A C D E F H
≥ 3 indicators Y O G R B P
≥ 3 ports P Y R B O G
≥ 3 digits in # O G B P R Y
≥ 3 letters in # G B O Y P R
≥ 3 batteries R P Y O G B
≥ 3 bat. holders B R P G Y O

Stage 1: first flashing color

Stage 2: second flashing color

Stage 3: third flashing color

red orange yellow green blue purple
If three adjacent colors flashed in clockwise order FFC CEH HAF ECD DDE AHA
Otherwise, if a color flashed, then an adjacent color, then the first again AHF DFC ECH CDE FEA HAD
Otherwise, if at most one color flashed out of red, yellow, and blue DED ECF FHE HAA AFH CDC
Otherwise, if there are two colors opposite each other that didn’t flash HCE ADA CFD DHH EAC FEF
Otherwise, if two adjacent colors flashed in clockwise order CAH FHD DDA AEC HCF EFE
Otherwise EDA HAE AEC FFF CHD DCH

On the Subject of Simon States

I'm not sure this even qualifies as Simon Says...

  • One or more colours will flash per stage.
  • Each stage will also show the colours of previous stages.
  • The current sequence will repeat after a short delay.
  • When the sequence repeats, your input is not reset.
  • If you press an incorrect button, your input is reset.
  • Using the table on the next page, press the correct colour for each stage to advance.
  • When a rule asks for colour priorities, use the table below to determine the correct colour.
  • When colourblind mode is enabled, shapes will be present on the buttons to help distinguish them.
Priority Top-Left Button Colour
■ Red ▲ Yellow ● Green ★ Blue
Highest ■ Red ★ Blue ● Green ▲ Yellow
High ★ Blue ▲ Yellow ■ Red ● Green
Low ● Green ■ Red ▲ Yellow ★ Blue
Lowest ▲ Yellow ● Green ★ Blue ■ Red
Stage 1
  • If one colour flashed, press that colour.
  • Otherwise, if two colours flashed and one was ★ blue, press the highest priority colour that flashed.
  • Otherwise, if two colours flashed, press ★ blue.
  • Otherwise, if three colours flashed including ■ red, press the lowest priority colour that flashed.
  • Otherwise, if three colours flashed, press ■ red.
  • Otherwise, press the second highest priority colour.
Stage 2
  • If only ■ red and ★ blue flashed, press the highest priority colour that didn't flash.
  • Otherwise, if two colours flashed, press the lowest priority colour that didn't flash.
  • Otherwise, if one colour flashed and it was not ★ blue, press ★ blue.
  • Otherwise, if one colour flashed, press ▲ yellow.
  • Otherwise, if all colours flashed, press the same colour as stage 1.
  • Otherwise, press the colour that didn't flash.
Stage 3
  • If three colours flashed and at least one was pressed in a previous stage, press the highest priority colour that flashed and hasn't been pressed.
  • Otherwise, if three colours flashed, press the highest priority colour that flashed.
  • Otherwise, if two colours flashed and both have been pressed, press the lowest priority colour that didn't flash.
  • Otherwise, if two colours flashed, press the same colour as stage 1.
  • Otherwise, if one colour flashed, press that colour.
  • Otherwise, press the second lowest priority colour.
Stage 4
  • If three distinct colours have been pressed, press the fourth colour.
  • Otherwise, if three colours flashed and exactly one hasn't been pressed, press that colour.
  • Otherwise, if at least three colours flashed, press the lowest priority colour.
  • Otherwise, if one colour flashed, press that colour.
  • Otherwise, press ● green.

On the Subject of Sinks

I'd say bombs have everything but the kitchen sink, but apparently they have that too.

This module will present you with a sink with two knobs: Hot and cold, use the number of batteries to figure out which row in Table A to follow. This row will give you a series of numbers corresponding to the conditions in the numbered list. For each conditional that’s true, turn the knob in the “If true” column. For each conditional that’s false, turn the knob in the “If false” column.

# of batteries Rule Sequence If True If False
0-1 2,1,4 Hot Cold
2-3 3,6,2 Cold Hot
4-5 5,3,1 Cold Hot
6+ 5,6,4 Hot Cold

Conditionals

  1. If there is an unlit NSA indicator
  2. If there is a vowel in the serial number
  3. If the knobs are gold-plated
  4. If the faucet is stainless steel
  5. If the drain pipe is copper
  6. If there is an HDMI or RJ-45 port

On the Subject of Skewed Slots

This has to be illegal somehow...

See Appendix A for indicator identification reference.
See Appendix B for battery identification reference.
See Appendix C for port identification reference.
See the page after next for a mathematical terms reference.

  • A skewed slots module contains 3 numeric displays and a submit button on it.
  • Based on the current display on the slots, submit the correct digits based on following sections of rules. Each section is labeled with which slot it applies to.
  • After all the rules have been applied, if the number is below 0, add 10. Otherwise if the number is above 9, subtract 10. Repeat this until the number is between 0-9.
  • If you submit the incorrect digits, the slots will automatically spin and a strike will be assigned.
NOTE: The original digit is the digit before it was modified at all.
All Slots
Replace any 2 with a 5 and any 7 with a 0.
For every lit indicator add 1 to the number and subtract 1 for every unlit indicator.
If the number is a multiple of 3, add 4 to it.
Otherwise, if the number is greater than 7, multiply it by 2.
Otherwise, if the number is less than 3 and it's an even number, divide it by 2.
Otherwise, if there is an RCA or a PS/2 port on the bomb, skip the rest of the rules in this section.
Otherwise, take the original digit and add the number of batteries on the bomb.
1st Slot
If the number is even and greater than 5, divide it by two.
Otherwise, if the number is prime, add the rightmost number in the serial number.
Otherwise, if there is a parallel port on the bomb, multiply it by -1.
Otherwise, if the original digit to the right is odd, leave this number unchanged.
Otherwise, subtract 2 from it.
2nd Slot
If there is a unlit BOB indicator, leave this number unchanged.
Otherwise, if the number is 0, add the original digit from the 1st display.
Otherwise, if the number is in the Fibonacci sequence, add the next number from the Fibonacci sequence based on the first occurrence of the number.
Otherwise, if the number is greater than or equal to 7, add 4.
Otherwise, multiply it by 3.
3rd Slot
If there is a serial port on the bomb, add the largest number from the serial number.
Otherwise, if the original digit is the same as any of the other original digits, leave this number unchanged.
Otherwise, if the number is greater than or equal to 5, add up all the individual digits in the binary form of the original digit for the new number.
Otherwise, add 1 to the number.

Mathematical Terms Reference

Fibonacci Sequence

1, 1, 2, 3, 5, 8, 13, 21, 34, 55, 89, 144, ...

Prime Numbers

0 1 2 3 4 5 6 7 8 9
10 11 12 13 14 15 16 17 18 19
20 21 22 23 24 25 26 27 28 29

Binary Conversions

Decimal Binary Form
0 0000
1 0001
2 0010
3 0011
4 0100
5 0101
6 0110
7 0111
8 1000
9 1001
10 1010

See Appendix Math for more detailed information.

On the Subject of Skyrim

Use the power of the Dovahkiin to disarm the module.

SEE SECTION SK75 FOR A LARGER MAP OF SKYRIM.

  • The module consists of six screens, a select button, cycle buttons and a submit button.
  • To disarm the module, set the correct image in each of the five categories (race, weapon, enemy, home city and dragon shout) in accordance with the below rules.
  • Each category will cycle three of a potential nine images. Select the category to cycle by pushing the relevant screen. Cycle the options in each category using the up and down arrows and push the select button to set the screen.
  • Once you have determined the five images, push the submit button. A strike will be incurred if any of the five are incorrect.

Races, Weapons & Enemies

  • Races, weapons and enemies are calculated in the same way. Once you know the correct column to use in the relevant table, select the highest option that is present on the module.

Races

If battery count < 3... Otherwise, if battery count < 6... Otherwise...
Nord Imperial Dunmer
Khajiit Orc Orc
Breton Redguard Nord
Argonian Altmer Altmer
Dunmer Dunmer Khajiit
Altmer Argonian Breton
Redguard Breton Redguard
Orc Khajiit Imperial
Imperial Nord Argonian

Weapons

If a Breton is present but not selected... Otherwise, if an Orc is present but not selected... Otherwise, if a Redguard is selected... Otherwise...
Axe of Whiterun Blade of Woe Chillrend Mace of Molag Bal
Dawnbreaker Volendrung Bow of the Hunt Firiniel's End
Windshear Mace of Molag Bal Dawnbreaker Volendrung
Blade of Woe Axe of Whiterun Volendrung Windshear
Firiniel's End Bow of the Hunt Windshear Axe of Whiterun
Bow of the Hunt Chillrend Firiniel's End Blade of Woe
Volendrung Dawnbreaker Axe of Whiterun Dawnbreaker
Chillrend Firiniel's End Mace of Molag Bal Bow of the Hunt
Mace of Molag Bal Windshear Blade of Woe Chillrend

Enemies

If any bow is selected... Otherwise, if a Daedric weapon is selected... Otherwise, if a non-Daedric sword is selected... Otherwise, if the Axe of Whiterun is selected... Otherwise...
Dragon Priest Frost Troll Draugr Overlord Cave Bear Blood Dragon
Alduin Mudcrab Cave Bear Frost Troll Mudcrab
Mudcrab Frostbite Spider Blood Dragon Frostbite Spider Frostbite Spider
Draugr Overlord Draugr Overlord Mudcrab Blood Dragon Alduin
Draugr Draugr Draugr Draugr Frost Troll
Blood Dragon Dragon Priest Dragon Priest Draugr Overlord Draugr Overlord
Frostbite Spider Cave Bear Alduin Mudcrab Dragon Priest
Frost Troll Blood Dragon Frostbite Spider Alduin Cave Bear
Cave Bear Alduin Frost Troll Dragon Priest Draugr

Home Cities

  • Each race will have one of two de-facto home cities, depending on the conditions in the below table. However, it is possible they may be from a nearby city instead.
  • If the de-facto home city is not present on the module, use it as the start point and travel the map clockwise until you reach a city that is present on the module.
Nords are from Windhelm. UNLESS an Argonian is present, then... Nords are from Whiterun.
Khajiits are from Rorikstead. UNLESS a Frost Troll is present, then... Khajiits are from Ivarstead.
Bretons are from Riverwood. UNLESS the Blade of Woe is selected, then... Bretons are from Dawnstar.
Argonians are from Dawnstar. UNLESS a Draugr Overlord is selected, then... Argonians are from Markarth.
Dunmer are from Rorikstead. UNLESS a Mudcrab is present, then... Dunmer are from Solitude.
Altmer are from Solitude. UNLESS Windshear is selected, then... Altmer are from Riverwood.
Redguards are from Markarth. UNLESS a Daedric weapon was not present, then... Redguards are from Windhelm.
Orcs are from Ivarstead. UNLESS a Cave Bear is selected, then... Orcs are from Winterhold.
Imperials are from Winterhold. UNLESS Volendrung is present, then... Imperials are from Rorikstead.

Dragon Shouts

  • A dragon shout (or Thu'um) is selected in a similar way to the home city.
  • Use the below table to determine the starting shout.
If the first character of the serial number is a letter and the enemy is... Otherwise, if the first character of the serial number is an odd digit and the enemy is... Otherwise, if the first character of the serial number is an even digit and the enemy is... Starting Shout
Draugr Overlord Draugr Alduin Unrelenting Force
Frost Troll Dragon Priest Mudcrab Disarm
Blood Dragon Mudcrab Cave Bear Ice Form
Frostbite Spider Frost Troll Draugr Overlord Whirlwind Sprint
Dragon Priest Alduin Blood Dragon Dragonrend
Mudcrab Draugr Overlord Draugr Dismay
Cave Bear Blood Dragon Frostbite Spider Fire Breath
Draugr Cave Bear Dragon Priest Kyne's Peace
Alduin Frostbite Spider Frost Troll Slow Time
  • If the starting shout is not present on the module, follow the wheel clockwise until you reach a shout that is present on the module.
  • The shouts are orientated the same way as the name.
Name Common Tongue Translation Name Common Tongue Translation
Disarm zun - haal - viik Kyne's Peace kaan - drem - ov
Dismay faas - ru - maar Slow Time tiid - klo - ul
Dragonrend joor - zah - frul Unrelenting Force fus - ro - dah
Fire Breath yol - toor - shul Whirlwind Sprint wuld - nah - kest
Ice Form liz - slen - nus
  • Instances of double letters in the common tongue do not translate into the dragon language.

Skyrim: A Beginner's Guide

  • The below tables can be used as a reference guide to the things you may encounter in Skyrim.
Races
Altmer
Argonian
Breton
Dunmer
Imperial
Khajiit
Nord
Orc
Redguard
Weapons
Axe of Whiterun

Enchanted axe
Blade of Woe

Dark Brotherhood dagger
Bow of the Hunt

Hunting bow
Chillrend

Glass sword
Dawnbreaker

Daedric sword
Firiniel's End

Elven bow
Mace of Molag Bal

Daedric mace
Volendrung

Daedric warhammer
Windshear

Enchanted sword
Enemies
Alduin
Blood Dragon
Cave Bear
Dragon Priest
Draugr
Draugr Overlord
Frost Troll
Frostbite Spider
Mudcrab
Home Cities
Dawnstar
Ivarstead
Markarth
Riverwood
Rorikstead
Solitude
Whiterun
Windhelm
Winterhold

Section SK75

On the Subject of Sonic the Hedgehog

Sonic the Hedgehog was a popular 16 bit video game from 1991. What it's doing here on a bomb over 25 years later is anybody's guess...

See Appendix SN72 for a phonetic guide to each sound.
See Appendix SN73 for image references.

The module consists of a television screen with an on (top) and off (bottom) button, four "TV monitor" buttons and a Start button.

To disarm the module, you will need to progress through three levels of play, identifying the correct TV monitor to press in response to the given picture.

Each TV monitor will play a sound. You may listen to the sounds as many times as you like prior to starting the game.

IT IS CRITICAL THAT YOU IDENTIFY THE SOUNDS BEFORE PRESSING THE START BUTTON: ONCE THE GAME HAS BEEN STARTED, YOU WILL NO LONGER BE ABLE TO PLAY THEM.

Pressing the incorrect TV monitor will result in the module being reset and new sounds being generated.

Once you are sure of the sounds, press the Start button to begin and refer to the tables below. It is advised that the television screen is switched on.

To use the tables, identify which picture has been displayed and work from left to right. If the condition at the top of the table is met, press the relevant TV monitor.

Level 1: Badniks

  • A = Is there a Level Theme?
  • B = Is there a repeated sound?
  • C = Does the Running Boots monitor play the Emerald or Spikes sounds?
  • D = Otherwise…
A B C D
Ballhog In RBt EL Rg
Burrobot RBt In EL Rg
Buzz Bomber EL Rg RBt In
Crab Meat In EL Rg RBt
Moto Bug Rg RBt In EL

Level 2: Sonic

  • A = Does the Extra Life monitor play the Extra Life sound or the Invinciblity monitor play the Invinciblity sound?
  • B = Is there a Lamppost or Marble Zone sound?
  • C = Does the Running Boots monitor play the Spin sound or the Rings monitor play the Spring sound?
  • D = Was there a Moto Bug on Level 1?
  • E = Is there a Spikes sound?
  • F = Was there a Crab Meat on Level 1 or a Drown sound?
  • G = Is there an Emerald sound next to a Boss or Skid sound?
  • H = Otherwise…
A B C D E F G H
Annoyed Sonic Rg RBt EL RBt In EL Rg In
Dead Sonic In EL RBt Rg Rg RBt EL In
Drowned Sonic In Rg In EL RBt Rg RBt EL
Falling Sonic RBt EL Rg In EL Rg In RBt
Standing Sonic EL Rg RBt RBt EL In In Rg

Level 3: Objects

  • A = Does the Extra Life monitor play the Invincibility sound or the Invinciblity monitor play the Extra Life sound?
  • B = Was there a Buzz Bomber on Level 1 and an Annoyed Sonic on Level 2?
  • C = Was there a Drowned Sonic on Level 2 or an Emerald sound?
  • D = Is there a Spikes sound and a Level Theme?
  • E = Was there a Ballhog on Level 1 or does the Rings monitor play the Continue sound?
  • F = Is there a Skid sound next to a Spikes sound or a Spin sound next to a Spring sound?
  • G = Was there a Falling Sonic on Level 2 or a Final Zone sound?
  • H = Is there a Drown sound next to a Bumper or Jump sound?
  • I = Was there a Standing Sonic on Level 2 and a Lamppost sound?
  • J = Is there a Final Zone or Spring sound?
  • K = Was there a Burrobot on Level 1 and a Dead Sonic on Level 2?
  • L = Otherwise…
A B C D E F G H I J K L
Blue Lamppost EL Rg RBt RBt In Rg In EL EL RBt In Rg
Red Lamppost RBt EL In RBt Rg In EL In RBt EL In RBt
Red Spring Rg RBt EL In RBt EL RBt Rg EL In RBt In
Switch In EL Rg EL RBt In Rg RBt In Rg EL Rg
Yellow Spring RBt In RBt Rg EL RBt Rg EL Rg In Rg EL

SN72

What follows is a phonetic guide to the sounds you may encounter.

Sound Name Description Length
Boss
"Level Theme"
Two alternating octave notes accompanied by a low drum concluding with a scary motif. 3.5s
Breathe Two short high-pitched squawking sounds. 0.6s
Bumper A single metallic ringing sound; like a dull bell. 0.7s
Continue A happy twinkly sound that arpeggiates upwards in pitch before decreasing in volume. 4.5s
Drown Like the last of the water racing into a noisy drain. 1.9s
Emerald About halfway between a TARDIS materialising and a cat running across the keys of a Hammond organ. 1.9s
Extra Life A euphoric brass fanfare concluding with timpani. 5.0s
Final Zone
"Level Theme"
Super high brass followed by scary drums. 2.3s
Invincibility Five snares followed by a bright fanfare. 3.0s
Jump A short, upward-sliding note. 0.5s
Lamppost Two distinct tones; like a futuristic doorbell. 0.7s
Marble Zone
"Level Theme"
Three hard-hitting notes before an octave drop. 2.4s
Skid Two of the same tone; like a computer error sound. 0.5s
Spikes A tinny, high-pitched sound that slides even higher. 0.7s
Spin Like a dentist's drill attacking a filling. 2.2s
Spring It sounds like a spring. 0.8s

SN73

What follows is a visual guide to the images you may encounter.

Image Name Type/Description Image
Annoyed Sonic A "Sonic". This appears on Level 2.
Ballhog A "Badnik". This appears on Level 1.
Blue Lamppost An "Object". This appears on Level 3.
Burrobot A "Badnik". This appears on Level 1.
Buzz Bomber A "Badnik". This appears on Level 1.
Crab Meat A "Badnik". This appears on Level 1.
Dead Sonic A "Sonic". This appears on Level 2.
Drowned Sonic A "Sonic". This appears on Level 2.
Extra Life TV Monitor One of four TV monitors. The code is "EL".
Falling Sonic A "Sonic". This appears on Level 2.
Invincibility TV Monitor One of four TV monitors. The code is "In".
Moto Bug A "Badnik". This appears on Level 1.
Red Lamppost An "Object". This appears on Level 3.
Red Spring An "Object". This appears on Level 3.
Rings TV Monitor One of four TV monitors. The code is "Rg".
Running Boots TV Monitor One of four TV monitors. The code is "RBt".
Standing Sonic A "Sonic". This appears on Level 2.
Switch An "Object". This appears on Level 3.
Yellow Spring An "Object". This appears on Level 3.
Module diagram. A display covering the whole module may show a question and 4-6 answers.

On the Subject of Souvenir

Something to remember your explosion by.

Souvenir asks questions about the state of other modules that you solved prior. Answer all the questions correctly.

If a module reset itself upon a strike, the question about it is assumed to refer only to successful runs or stages.

Questions that may come up:

3D Maze
  • What were the markings?
  • What was the cardinal direction?
Adventure Game
  • Which correct items did you use?
  • Which enemy were you fighting?
Algebra
  • What were the first two equations?
Big Circle
  • Which colors were in the solution?
Binary LEDs
  • At which numeric value did you cut the correct wire?
Bitmaps
  • How many pixels were black/white in each quadrant?
Blind Maze
  • What colors were the buttons?
  • Which maze did you solve the module on?
Braille
  • What was the solution word?
Broken Buttons
  • What were the correct buttons you pressed?
Bulb (The)
  • What were the correct button presses?
Button (The)
  • What color did the light glow?
Button Sequence
  • How many times did each color occur?
Cheap Checkout
  • What were the paid amounts?
Chess
  • What were the coordinates?
Chord Qualities
  • What was the given chord quality?
  • What notes were in the given chord?
Colored Squares
  • What was the first color group?
Colored Switches
  • What was the initial position of the switches?
  • What was the switches’ position when the LEDs came on?
Color Morse
  • What were the colors of the LEDs?
  • What characters were flashed by the LEDs?
Colour Flash
  • What was the color of the last word in the sequence?
Coordinates
  • What was the grid size?
  • What was the solution you selected first?
Creation
  • What were the weather conditions on each day?
Double-Oh
  • Which button was the submit button?
Fast Math
  • What was the last pair of letters?
Flags
  • What were the country flags, the main flag, and the displayed number?
Game Of Life Cruel
  • Which color combinations occurred?
Gamepad (The)
  • What were the numbers?
Gridlock
  • What was the starting color?
  • What were the starting and ending location?
Hexamaze
  • What was the color of the pawn?
Human Resources
  • Which employees were hired and fired?
  • Which descriptors were shown in red and green?
Hunting
  • Which stages had the column or row symbol first?
Ice Cream
  • Who were the customers?
  • Which flavors were on offer to each customer?
Identity Parade
  • What were the hair colors, builds and attires listed on the module?
iPhone (The)
  • What was the PIN?
LED Encryption
  • What were the correct button presses?
Listening
  • What was the correct code you entered?
Mafia
  • Who was a player, but not the Godfather?
Mashematics
  • What were the numbers in the equation?
  • What was the answer?

continued on next page...

Maze
  • What was the starting position?
Memory
  • What was the display in each stage?
  • What were the positions and labels of the buttons you pressed?
Microcontroller
  • In which order did the LEDs light up?
Minesweeper
  • What was the color of the starting cell?
Modern Cipher
  • What were the decrypted words?
Monsplode, Fight!
  • Which creature was displayed?
  • Which moves were selectable?
Monsplode Trading Cards
  • What were the names and print versions of the three cards in your hand and the card on offer before the final trade/keep?
Morse-A-Maze
  • What were the starting and ending location?
  • What was the morse code word played?
Morsematics
  • What were the received letters?
Mouse in the Maze
  • What color was the torus?
  • Which color sphere was the goal?
Murder
  • Which were the suspects and weapons?
  • Where was the body found?
Mystic Square
  • What was the position of the skull?
Neutralization
  • What was the acid’s color/volume?
Only Connect
  • What were the positions of the Egyptian hieroglyphs?
Orientation Cube
  • What was the observer’s initial position?
Perspective Pegs
  • What was the initial color sequence?
Poetry
  • What were the answers you pressed in each stage?
Polyhedral Maze
  • What was the starting position?
Probing
  • What were the missing frequencies in each wire?
Rhythms
  • What was the color?
Sea Shells
  • What were the phrases?
Shape Shift
  • What was the initial shape?
Silly Slots
  • What were the slots in each stage?
Simon Says
  • Which colors flashed in the final sequence?
Simon Screams
  • What flashing color was used in each stage?
  • Which rules applied in which stage(s)?
Simon States
  • Which color(s) flashed in the first three stages?
Skewed Slots
  • What were the original numbers?
Skyrim
  • Which races, weapons, enemies, cities, and dragon shouts were selectable, but not the solution?
Sonic The Hedgehog
  • Which sound was played by each screen?
  • What were the pictures?
Souvenir
  • What was the first module the other Souvenir asked a question about?
Switches
  • What was the initial position of the switches?
Symbol Cycle
  • How many symbols were cycling on each screen?
Symbolic Coordinates
  • Which symbols were present on each stage?
Text Field
  • What was the displayed letter?
Third Base
  • What were the display words?
Tic Tac Toe
  • What was the initial state of the field?
Timezone
  • What were the departure and destination city?
Two Bits
  • What were the correct three query responses?
Visual Impairment
  • What were the desired colors?
Who’s on First
  • What were the display words?
Wire Sequence
  • How many wires of each color were there?
Yahtzee
  • What was the first roll?

On the Subject of The Square Button

This may look like the button you know and love, but don't be fooled! It's a brilliantly disguised imposter foiled only by a single mistake: It's the wrong shape.

Follow these rules in the order they are listed. Perform the first action that applies:
  1. If the button is blue and the number of AA batteries is larger than the number of D batteries, hold the button and refer to "Releasing a Held Button".
  2. If the button is yellow or blue and has as at least as many letters on the label as the highest number in the serial, press and immediately release.
  3. If the button is yellow or blue and the label states a colour, hold the button and refer to "Releasing a Held Button".
  4. If the button has no label, press and immediately release when the two seconds digits on the timer match.
  5. If the button is not dark grey and the number of letters on the label is larger than the number of lit indicators, press and immediately release.
  6. If there are at least 2 unlit indicators and the serial contains a vowel, press and immediately release.
  7. If no other rule applies, hold the button and refer to "Releasing a Held Button".

Releasing a Held Button

If you start holding the button down, a coloured LED will light up on the right side of the button case. Based on its colour, follow the rules below:
  • Cyan: Release when the two seconds digits add up to 7.
  • Orange: Release when the two seconds digits add up to 3 or 13.
  • Other: Release when the two seconds digits add up to 5.
If the LED is flickering, follow these rules instead:
  • Cyan: Release when the number of seconds remaining is a multiple of 7.
  • Orange: Release when the number of seconds displayed is either prime or 0.
  • Other: Release one second after the two seconds digits add up to a multiple of 4.

On the Subject of Switches

A yes or no choice isn't too bad. Unfortunately you have to make five of them and any of them could be your last.

Switches need to be flipped to match the lit indicators either above or below them.

Avoid the following switch states:

On the Subject of Symbol Cycles

Have you ever stared at the logo on the screensaver and hoped that it would bounce exactly into a corner?

  • The module has two screens showing symbols, a switch above, and a number display at the bottom.
  • The screens change in synchrony, but at different cycles. Each screen may cycle between two, three, four, or five symbols. (Do not tap the screens at this point as doing so will give a strike.)
  • The number display at the bottom shows the current cycle number, which steadily increases.
  • When you are ready, flip the switch. The screens stop cycling, show two random symbols, and the number display changes to a random number.
  • The module now transitions into either the retrotransphasic or the anterodiametric state. Solve this state as described below.

    Retrotransphasic state

    • In this state, tapping the screens changes their symbols.
    • Change the symbols to whatever they would be at the cycle whose number is shown in the display.
    • Note that the order in which the symbols cycle when tapping the screens may not be the same as the order in which they cycled earlier. They may even include extra decoy symbols now.

    Anterodiametric state

    • In this state, tapping the screens changes the number display. One of the screens increments the number, one decrements it.
    • Change the display to the number of any cycle in which the symbols would be as shown in the screens.
  • When you are done, flip the switch back up to submit your answer. If it is wrong, the module resets with new symbols and potentially transitions into a different state.

On the Subject of Symbolic Coordinates

Those symbols are probably just a reference to where the mothership is docked, right?

  • The module will display three symbols and three coloured LEDs.
  • Each set of three symbols represent a letter of the alphabet.
  • Each set of three coloured LEDs represent a digit from 0-9.
  • Use the chart below to determine which coordinates are needed for each set of symbols and LEDs.
  • Input the correct coordinates and press submit.
  • Repeat this process until the module has been disarmed.
  • For any symbols or LEDs that do not have corresponding coordinates, input "*".

On the Subject of Symbolic Passwords

Websites allow symbols in passwords now, but this is ridiculous!

  1. There are six symbols on the module. Find a 2×3 (2 high by 3 long) region in the table below with the same six symbols. THE SYMBOLS MAY NOT BE IN THE SAME ORDER (they will be mixed up in that 2×3 area).
  2. Then use the buttons around the screen to rearrange the symbols to match the positions found in the corresponding 2×3 area in the table. The buttons have arrows next to them showing which way they move the symbols.


On the Subject of Text Field

It’s trivial. Just 6 letters out there! Wait, what did you say? Each letter has 5 rules to check? Never mind then.

  • This module contains a 3×4 letter field. All letters in the field are the same and in the range A–F.
  • Based on the letter, see Section A and follow the ruleset for that letter from top to bottom. Obtain a table name from the first rule that applies.
  • Find the corresponding table in Section B based on the previous step.
  • Select all letters in the field that match the table. The module is disarmed when all matching letters have been selected.
  • Careful: Pressing a button before the light comes on or repeating the same button will result in a strike!

See Appendix A for indicator identification reference.
See Appendix C for port identification reference.

Section A: Letter rulesets

Letter A

  • Has CLR lit indicator: 1459
  • Has more than 2 batteries: BBFF
  • Has exactly 1 battery: 7F67
  • Has FRK lit indicator: DC52
  • Otherwise: A0C1

Letter B

  • No batteries: 965A
  • Last digit of serial number is odd: 1459
  • No serial port: DC52
  • Has TRN lit indicator: A0C1
  • Otherwise: 7F67

Letter C

  • Has DVI-D port: AA12
  • Has exactly 2 batteries: FB01
  • No vowels in serial number: DC52
  • Has CAR lit indicator: 1459
  • Otherwise: 7F67

Letter D

  • Has parallel port: FB01
  • Has less than 2 batteries: AA12
  • Has SIG lit indicator: BBFF
  • No PS/2 port: 965A
  • Otherwise: 1459

Letter E

  • Has less than 3 batteries: 7F67
  • No stereo RCA port: AA12
  • Has BOB lit indicator: A0C1
  • Has RJ-45 port: BBFF
  • Otherwise: DC52

Letter F

  • No serial port: DC52
  • Has vowels in serial number: A0C1
  • Has IND lit indicator: 1459
  • Last digit of serial number is even: FB01
  • Otherwise: AA12

Section B: Table listings

Table FB01

DCFA
BEFF
BBBC

Table 965A

CBEF
EBFE
DCAA

Table 1459

BABB
CDFD
DFCE

Table BBFF

DABF
DFBE
CEBA

Table DC52

CBDE
AFDC
BEBD

Table 7F67

ADCB
ACBC
AEFA

Table A0C1

ECFA
CFBD
FFBC

Table AA12

BEAB
EDFA
BCEC

On the Subject of The Bulb

How many bomb defusal experts does it take to screw in a light bulb?

This module has two buttons labeled I and O and a light bulb, which is either see-through (translucent) or opaque, and is one of six colors: blue, green, purple, red, white or yellow.

If you incur a strike because you pushed a wrong button, ignore it and continue. If you incur a strike because you unscrewed or screwed in the bulb at an incorrect time, you must undo that before continuing.

Begin at Step 1 below.

While the bulb is screwed in, a long press on either button will reset the module back to Step 1. Attempting this while the bulb is out will incur a strike.

Step 1
  • If the light is on and the bulb is see-through, press I and go to Step 2.
  • If the light is on and the bulb is opaque, press O and go to Step 3.
  • Otherwise, unscrew the bulb and go to Step 4.
Step 2
  • If the bulb is red, press I, then unscrew it and go to Step 5.
  • If the bulb is white, press O, then unscrew it and go to Step 6.
  • Otherwise, unscrew the bulb and go to Step 7.
Step 3
  • If the bulb is green, press I, then unscrew it and go to Step 6.
  • If the bulb is purple, press O, then unscrew it and go to Step 5.
  • Otherwise, unscrew the bulb and go to Step 8.
Step 4
  • If the bomb has any of the following indicators: CAR, IND, MSA or SND, press I and go to Step 9.
  • Otherwise, press O and go to Step 10.
Step 5
  • If the light went off at Step 1, press the same button again, then screw the bulb back in.
  • Otherwise, press the button you haven’t yet pressed, then screw the bulb back in.
Step 6
  • If the bulb went off when you pressed I, press the button that you pressed in Step 1, then screw the bulb back in.
  • Otherwise, press the button that you pressed in Step 2 or 3, then screw the bulb back in.
Step 7
  • If the bulb is green, press I, remember SIG and go to Step 11.
  • If the bulb is purple, press I, then screw it back in and go to Step 12.
  • If the bulb is blue, press O, remember CLR and go to Step 11.
  • Otherwise, press O, then screw the bulb back in and go to Step 13.
Step 8
  • If the bulb is white, press I, remember FRQ and go to Step 11.
  • If the bulb is red, press I, then screw it back in and go to Step 13.
  • If the bulb is yellow, press O, remember FRK and go to Step 11.
  • Otherwise, press O, then screw the bulb back in and go to Step 12.
Step 9
  • If the bulb is blue, press I and go to Step 14.
  • If the bulb is green, press I, then screw it back in and go to Step 12.
  • If the bulb is yellow, press O and go to Step 15.
  • If the bulb is white, press O, then screw it back in and go to Step 13.
  • If the bulb is purple, screw it back in, then press I and go to Step 12.
  • Otherwise, screw the bulb back in, then press O and go to Step 13.
Step 10
  • If the bulb is purple, press I and go to Step 14.
  • If the bulb is red, press I, then screw it back in and go to Step 13.
  • If the bulb is blue, press O and go to Step 15.
  • If the bulb is yellow, press O, then screw it back in and go to Step 12.
  • If the bulb is green, screw it back in, then press I and go to Step 13.
  • Otherwise, screw the bulb back in, then press O and go to Step 12.
Step 11
  • If the bomb has the remembered indicator, press I, then screw the bulb back in.
  • Otherwise, press O, then screw the bulb back in.
Step 12
  • If the light is now on, press I.
  • Otherwise, press O.
Step 13
  • If the light is now on, press O.
  • Otherwise, press I.
Step 14
  • If the bulb is opaque, press I, then screw the bulb back in.
  • Otherwise, press O, then screw the bulb back in.
Step 15
  • If the bulb is see-through, press I, then screw the bulb back in.
  • Otherwise, press O, then screw the bulb back in.

On the Subject of The Button

You might think that a button telling you to press it is pretty straightforward. That’s the kind of thinking that gets people exploded.

See Appendix A for indicator identification reference.
See Appendix B for battery identification reference.

Follow these rules in the order they are listed. Perform the first action that applies:

  1. If the button is blue and the button says "Abort", hold the button and refer to "Releasing a Held Button".
  2. If there is more than 1 battery on the bomb and the button says "Detonate", press and immediately release the button.
  3. If the button is white and there is a lit indicator with label CAR, hold the button and refer to "Releasing a Held Button".
  4. If there are more than 2 batteries on the bomb and there is a lit indicator with label FRK, press and immediately release the button.
  5. If the button is yellow, hold the button and refer to "Releasing a Held Button".
  6. If the button is red and the button says "Hold", press and immediately release the button.
  7. If none of the above apply, hold the button and refer to "Releasing a Held Button".

Releasing a Held Button

If you start holding the button down, a colored strip will light up on the right side of the module. Based on its color, you must release the button at a specific point in time:

  • Blue strip: release when the countdown timer has a 4 in any position.
  • White strip: release when the countdown timer has a 1 in any position.
  • Yellow strip: release when the countdown timer has a 5 in any position.
  • Any other color strip: release when the countdown timer has a 1 in any position.
hours forwardminutes forwardminutes backwardhours backwardsubmit (hold for reset)

On the Subject of The Clock

Tick-tock... as if you needed more reminding that time is running out.

  • The clock on the module displays a time.
  • The circular charts below simulate a clock face. Using the features of the clock on the module, find a straight line through all the correct categories on each chart to determine a second time.
  • If more than half of the bomb’s original time limit is displayed on the digital countdown timer, add the determined time to the current time displayed on the module. Otherwise, subtract it instead.
  • Adjust the clock to the resulting time and press the submit button to set the clock and disarm the module. Setting an incorrect time results in a strike and a new initial time will be displayed.

NOTE: Remember to switch between AM and PM if necessary.

Hours Color of the casingType of numeralsDoes the color of thenumerals andtickmarks matchthat of the hands?12
MinutesAbPrAbPrAbPrAbPrAbPrAbPrAbPrAbPrAbPrAbPrAbPrAbPrAbPrAbPrAbPrAbPrAbPrAbPrAbPrAbPrAbPrAbPrAbPrAbPrAbPrAbPrAbPrAbPrAbPrAbPr Is aseconds handpresent orabsent?Is the AM/PMindicatorblack (B) orwhite (W) text?Color of thenumerals/tickmarksShapeofhands0

On the Subject of the Gamepad

Oh, the layout of the buttons on this thing takes me back to my childhood! Except I didn't expect to see that on a time bomb, even. Play time is over, I suppose.

See the next page for more information on mathematical concepts.

  • Two 2-digit numbers will appear on the top LCD display. The bottom has eight keys: the input keys (◀▲▼▶AB), Return, and Backspace.
  • Determine the correct command, made of two subcommands, to input, depending on the properties of the two numbers. Use the first match.
  • The two numbers are notated x and y. Individual digits are notated as abcd. A number followed by n means a multiple of that number.
Global Overrides
  • If x = 11n, switch the first keypress with the second, and the fifth with the seventh.
  • If a = 1 + d, switch the third and fourth keypresses, as well as the sixth and eighth.
  • If x or y is a highly composite number, switch the order of the subcommands.
  • If x and y are perfect squares, flip the entire sequence.
Apply all matches after determining the two commands.
First Subcommand
x is prime ▲▲▼▼
x = 12n A◀◀
a+b = 10 AND the last digit of serial number is odd AB◀▶
x = 6n + 3 OR x = 10n + 5 ▼◀A
x = 7n AND y ≠ 7n ◀◀▲B
x = c × d A▲◀◀
x is a perfect square ▶▶A
x = 3n – 1 OR bomb has unlit ind. labeled SND AB
60 ≤ x < 90 AND bomb has no batteries BB▶◀
x = 6n ABA
x = 4n ▼▼◀▲
else AB
Second Subcommand
y is prime ◀▶◀▶
y = 8n ▼▶B
c - d = 4 AND bomb has a Stereo RCA A▼▼
y = 4n + 2 OR bomb has lit ind. labeled FRQ B▲▶A
y = 7n AND x ≠ 7n ◀◀▼A
y is a perfect square ▲▼B
y = a × b A▲◀▼
y = 4n – 1 OR bomb has a PS/2 port BBB
c > d AND bomb has 2 or more batteries AA▲▼
y = 5n BAB
y = 3n ▶▲▲◀
else BA

This page contains a brief overview of some mathematical concepts used in the module.

See Appendix Math for more detailed information.

Prime Numbers

A prime number is a counting number (positive whole number) that can only be divided by 1 and itself. In other words, there is no way to share a prime number of donuts equally among any number of friends (unless you have as many friends as donuts!).

Prime numbers below 100 are: 2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, 47, 53, 59, 61, 67, 71, 73, 79, 83, 89, 97.

Perfect Squares

A perfect square is any whole number multiplied by itself.

Perfect squares below 100 are: 1, 4, 9, 16, 25, 36, 49, 64, 81.

Highly Composite Numbers

A highly composite number (HCN) has more divisors than any smaller positive integer. For example, 6 can be divided by 1, 2, 3, and 6, which is more than the last HCN, 4, which has 1, 2, and 4. 8 can be divided by 1, 2, 4, and 8, but a smaller number (6) has an equal number of divisors, so it is not a HCN.

Highly composite numbers below 100 are: 1, 2, 4, 6, 12, 24, 36, 48, 60.

On the Subject of The iPhone

Somebody has welded a smart phone onto a bomb. Nobody tell Apple - it’s probably a crime in certain states.

The module consists of six apps and a home button.

To disarm the module, the iPhone must be factory reset by entering the correct PIN on the settings app. The individual digits of the PIN are acquired by solving the apps.

App Name Appearance PIN Digit Given
Angry Birds 1st
Messages 2nd
Photos 3rd
Tinder 4th
Phone NA
Settings NA

The phone can be used to dial a "cheat code" for each of the four solvable apps at the cost of a strike.

The home button to the right of the screen is used to return to the home screen.

Upon obtaining a strike, the Tinder app will reset.

Angry Birds

You will be presented with four "character buttons". These buttons will be one of the following images:

Image Name Appearance Image Name Appearance
Red Angry Bird Regular Pig
Yellow Angry Bird Helmet Pig
Blue Angry Bird Moustached Pig
White Angry Bird King Pig
Black Angry Bird Black Eyed Pig

To obtain the PIN digit, you must press the correct button in accordance with the below instructions. Pressing the wrong button causes a strike.

Upon pressing the correct button, three stars will appear. The first digit of the PIN will be contained within the centre star.

Table A, B, C Rules A B C
If there are three or more batteries... D G J
Otherwise, if there are three or more indicators... E H K
Otherwise... F I L
Table D, E, F Rules D E F
If a Yellow Angry Bird is on top of any Pig... Top Right Bottom Left Top Left
Otherwise, if a Black Angry Bird is right of a Red Angry Bird... Top Left Top Right Bottom Right
Otherwise, if a White Angry Bird is present... Bottom Left Bottom Right Top Right
Otherwise... Bottom Right Top Left Bottom Left
Table G, H, I Rules G H I
If all buttons are different... Bottom Left Bottom Right Top Right
Otherwise, if there is no King Pig... Top Right Bottom Left Top Left
Otherwise, if there is a Helmet or Moustached Pig left of any Bird... Top Left Top Right Bottom Right
Otherwise... Bottom Right Top Left Bottom Left
Table J, K, L Rules J K L
If a Regular Pig and a White or Blue Angry Bird are on the top row... Top Left Bottom Left Top Right
Otherwise, if a Black or Red Angry Bird is below any Pig... Bottom Left Top Right Bottom Right
Otherwise, if each button is unique... Bottom Right Top Left Bottom Left
Otherwise... Top Right Bottom Right Top Left

Messages

You have received four messages, one each from Phil H, Rob N, Mick K and Andy L.

One message contains the true second digit of the PIN. The other three are guesses and most likely false.

Use the below table and the content of the messages to determine which person is telling the truth. The # denotes a PIN digit.

Phil's Truths Rob's Truths Mick's Truths Andy's Truths
The 2nd number is #. # It's # Probably #
Not sure. Maybe #? # is the second number. #? No...yes, # # you numpty!
# mate. I think it's #. #? #!

Photos

There are eight photos which can be cycled using the arrow keys. Some may look quite similar but they are all different.

Only one of the below photos will be included on the app. The number of that photo represents the third digit of the PIN.

PIN Digit Image Description PIN Digit Image Description
0 Beach 5 Castle
1 Christmas Tree 6 Spaniel
2 Computer 7 Football team
3 Porsche 8 Band
4 Composer 9 Roast Dinner

Tinder

You will see a Tinder profile. Use the below table to calculate the match score. Use the number of strikes on the bomb at the time when the profile appeared.

If the match score is positive, swipe right. If the match score is negative, swipe left. If the match score is zero, swipe right if your match's name has five or more letters and swipe left if their name has four or fewer letters.

Correctly match three profiles consecutively to unlock the fourth digit of the PIN. A mismatch will incur a strike and reset the current profile, as well as discounting any previous correct matches.

For 0 strikes: For 1 strike: For 2+ strikes:
A
G
E
18-22 +3 -2 -1
23-28 +2 -1 -1
29-35 +1 +3 -2
36-41 -1 +2 +3
42+ -2 -1 +2
S
T
A
R
S
I
G
N
Virgo +2 +1 +1
Leo +2 +2 -1
Scorpio -2 -1 +1
Capricorn -2 -2 -1
Cancer +1 +2 +1
Gemini -1 -1 -1
H
O
B
B
I
E
S
Badminton +1 +2 -1
Golf -1 +1 +1
Cinema +1 -1 -2
Theatre -2 +1 +2
Dancing -3 -2 +3
Clubbing +2 -2 -3
P
E
T
S
Cat +3 +1 -1
Dog +2 -3 -2
Goldfish -1 +1 +2
Gerbil -2 +2 -2
Hamster -2 -2 +3

Phone

You may be assisted in your hunt for the PIN by using the Phone app to cheat. Dial the appropriate number followed by the hash key to execute the cheat code. You may not clear the screen after you have begun, so type carefully.

Each time you press the hash key, you will incur a strike, irrespective of whether the code is correct or not.

The PIN digits will manifest themselves in different ways but in each instance, you will need to return to the relevant app to see it:

App Name If the serial number contains a vowel: If the serial number does not contain a vowel:
Angry Birds 52716 43892
Messages 60138 15397
Photos 81606 79431
Tinder 30962 21486

Settings

Once you have acquired all four digits of the PIN, enter them on the Settings app to reset the iPhone's factory settings and disarm the module.

Much like with the Phone app, you cannot clear the display once you have started typing. Entering an incorrect PIN will cause a strike.

On the Subject of The Jukebox

P-A-R-T-Why? Because if you don't, we're going to explode.

The module consists of a jukebox with three lyrics and three vinyl buttons.

Use the given lyrics to work out which song has been selected.

Enter the song lyrics in the order they appear in the song.

Certain words may appear in multiple songs, but all three will only appear in any one song.

If a word appears more than once in a song, use the first instance of its usage.

Song Title Artist Lyrics
A Little Less Conversation Elvis vs. JXL A little less conversation, a little more action please. All this aggravation and satisfaction in me.
Africa Toto I hear the drums echoing tonight; she hears only whispers of some quiet conversation.
All the Small Things Blink 182 All the small things, true care, truth brings. I'll take one lift, your ride, best trip.
Do You Hear the People Sing? (from) Les Misérables Do you hear the people sing, singing the song of angry men? It is the music of a people who will not be slaves again.
Free Bird Lynyrd Skynyrd If I leave here tomorrow will you still remember me? 'Cause I must be travelling on now 'cause there's too many places I've got to see.
Friday I'm in Love The Cure I don't care if Monday's blue. Tuesday's grey and Wednesday too. Thursday, I don't care about you. It's Friday, I'm in love.
Goodbye Mr. A The Hosiers There's a hole in your logic, you who know all the answers. You claim science ain't magic and expect me to buy it.
Heal the World Michael Jackson There's a place in your heart and I know that it is love. And this place could be much brighter than tomorrow.
Hello Adele Hello, it's me. I was wondering if after all these years you'd like to meet?
How to Save a Life The Fray Step one, you say we need to talk. He walks. You say, 'sit down, it's just a talk'.
Make Your Own Kind of Music Mama Cass Elliot Nobody can tell ya there's only one song worth singing.
Oh My God Kaiser Chiefs Time on your side, it'll never end. The most beautiful thing you can ever spend, but you work in a shirt with your nametag on it.
Perfect Ed Sheeran I found a love for me. Darling just dive right in and follow my lead.
Pure Shores All Saints I've crossed the deserts for miles, swam water for time, searching places to find a piece of something to call mine.
Save Rock'n'Roll Fall Out Boy (ft. Elton John) I need more dreams and less life. I need that dark in a little more light.
Say Something A Great Big World Say something, I'm giving up on you. I'll be the one, if you want me to.
Skin Rag'n'Bone Man When I heard that sound, when the walls came down I was thinking about you.
Take a Chance on Me ABBA If you change your mind, I'm the first in line. Honey I'm still free; take a chance on me.
Take Me to Church Hozier My lover's got humour, she's the giggle at a funeral. Knows everybody's disapproval; I should have worshipped her sooner.
Take on Me a-Ha We're talking away, I don't know what I'm to say. I'll say it anyway. Today's another day to find you shying away.
The Flood Take That Standing on the edge of forever at the start of whatever shouting love at the world.
Up Where We Belong Joe Cocker & Jennifer Warnes Who knows what tomorrow brings in a world few hearts survive.
Who Wants to Live Forever? Queen There's no time for us. There's no place for us. What is this thing that builds our dreams, yet slips away from us?
Y.M.C.A The Village People Young man, there's no need to feel down. I said young man, get yourself off the ground. I said young man, 'cause you're in a new town.
You Don't Know Me Michael Bublé You give your hand to me and then you say hello. And I can hardly speak, my heart is beating so.

On the Subject of The Screw

You know what? Screw this module...

Firstly, determine which color hole the screw must go into.

Secondly, determine which button must be pressed to progress using the following tables:

Outline color is red, yellow, or green:

If the hole is in the top row:

  • If the hole’s position in the row is equal to the number of battery holders, press the button in the fourth position.
  • Otherwise, if the letter A is in the first or third position, press the button labeled C.
  • Otherwise, if the bomb has indicators CLR, FRK, or TRN, press the button in the third position.
  • Otherwise, if the hole shares the same row as the blue hole, press the button in the first position.
  • Otherwise, press the button labeled B.

If the hole is in the bottom row:

  • If the hole’s position in the row is equal to the number of port types, press the button in the second position.
  • Otherwise, if the hole’s position in the row is equal to the number of batteries, press the button labeled D.
  • Otherwise, if the hole is not vertically opposite to the white hole, press the button labeled A.
  • Otherwise, if the hole is horizontally adjacent to the magenta hole, press the button labeled C.
  • Otherwise, press the button in the first position.

Outline color is blue, magenta, or white:

If the hole is in the top row:

  • If the hole’s position in the row is equal to the number of port types, press the button labeled D.
  • Otherwise, if the letter C is in the second or fourth position, press the button labeled B.
  • Otherwise, if the bomb has indicators CAR, FRQ, or SND, press the button in the fourth position.
  • Otherwise, if the hole shares the same row as the red hole, press the button in the second position.
  • Otherwise, press the button labeled A.

If the hole is in the bottom row:

  • If the hole’s position in the row is equal to the number of port plates, press the button in the second position.
  • Otherwise, if the hole’s position in the row is equal to the total number of indicators, press the button labeled A.
  • Otherwise, if the hole is horizontally adjacent to the yellow hole, press the button labeled C.
  • Otherwise, if the hole is not vertically opposite to the green hole, press the button labeled D.
  • Otherwise, press the button in the fourth position.

On the Subject of The Swan

Every 108 minutes seconds, the button must be pushed...

SEE THE NEXT PAGE FOR THE ORIENTATION MANUAL OF STATION 3.

Rules

Exceptions

Sequences

Name First Twelve Integers
Radzinsky's Binomial Spiral 7, 15, 27, 39, 59, 75, 87, 107, 123, 143, 159, 179...
Bakunin's Constants 2, 3, 6, 7, 12, 13, 18, 22, 27, 30, 31, 35...
DeGroot's Sequence 0, 1, 5, 13, 20, 23, 29, 31, 32, 46, 52, 75...
Minkowski's Cyclic Quadratics 4, 9, 11, 15, 17, 22, 30, 35, 41, 49, 56, 63...

Orientation Manual for
DHARMA Initiative: Station 3
The Swan

Welcome, I'm Dr. Marvin Candle, and this is the orientation manual for Station 3 of the DHARMA Initiative. In a moment you'll be given a simple set of instructions for how you will fulfill the responsibilities associated with the station. But first, a little history.

The DHARMA Initiative was created in 1970, and it is the brainchild of Gerald and Karen DeGroot - two doctoral candidates at the University of Michigan. Following in the footsteps of visionaries such as B.F. Skinner, they imagined a large scale communal research compound where scientists and free thinkers from around the globe could pursue research in meteorology, psychology, parapsychology, zoology, electromagnetism; a Utopian social experiment, supported by Danish industrialist and munitions magnate Alvar Hanso, whose financial backing made their dream of a multi-purpose social science research facility a reality.

You and your partner are currently located in Station 3, or the Swan, and will be for the next 540 days. Station 3 was originally constructed as a laboratory where scientists could work to understand the unique electromagnetic fluctuations emanating from this part of the Island.

Not long after the experiments began, however, there was an incident. And since that time the following protocol has been observed: every 108 minutes the button must be pushed. From the moment the alarm sounds you will have four minutes to enter the code into the microcomputer processor. When the alarm sounds, either you or your partner must input the code. It is highly recommended that you and your partner take alternating shifts. In this manner you will both stay fresh and alert. It is of the utmost importance that when the alarm sounds the code be entered correctly, and in a timely fashion.

Do not attempt to use the computer for anything else other than the entering of the code. This is its only function. The isolation associated with Station 3 may tempt you to try and utilise the computer for communication with the outside world. This is strictly forbidden. Attempting to use the computer in this manner will compromise the integrity of the project or worse, could lead to another incident. I repeat, do not use the computer for anything other than entering the code.

Congratulations, until your replacements arrive, the future of the project is in your hands. On behalf of the DeGroots, Alvar Hanso and all of us at the DHARMA Initiative, thank you. Namaste. And good luck.

On the Subject of Third Base

This module is identical to Who's On First, except with four characters on each button instead of confusing words and phrases. This should be easy... right?

  1. Read the display and use step 1 to determine which button label to read.
  2. Using this button label, use step 2 determine which button to push.
  3. Repeat until the module has been disarmed.

Step 1:

Based on the display, read the label of a particular button and proceed to step 2:

NHXS


Look At


IH6X

Look At




XI8Z





Look At
I8O9

Look At




XOHZ





Look At
H68S


Look At


8OXN




Look At
Z8IX



Look At


SXHN





Look At
6NZH


Look At


H6SI





Look At
6O8I



Look At


NXO8



Look At


66I8




Look At
S89H




Look At
SNZX





Look At
9NZS



Look At


8I99





Look At
ZHOX



Look At


SI9X



Look At


SZN6
Look At




ZSN8





Look At
HZN9




Look At
X9HI



Look At


IS9H


Look At


XZNS





Look At
X6IS

Look At




8NSZ





Look At

Step 2:

Using the label from step 1, push the first button that appears in its corresponding list:

"XI8Z":NHXS, I8O9, XOHZ, 6O8I, 6NZH, 66I8, H6SI, Z8IX, XI8Z, SXHN, H68S, 8OXN, IH6X, NXO8
"H68S":6NZH, I8O9, NHXS, 6O8I, SXHN, H6SI, IH6X, 8OXN, NXO8, XI8Z, Z8IX, XOHZ, 66I8, H68S
"SXHN":Z8IX, 8OXN, NXO8, H68S, XOHZ, XI8Z, H6SI, NHXS, IH6X, 6NZH, 66I8, I8O9, SXHN, 6O8I
"Z8IX":NXO8, H6SI, I8O9, 6O8I, Z8IX, 66I8, XI8Z, IH6X, SXHN, XOHZ, 6NZH, 8OXN, NHXS, H68S
"IH6X":8OXN, H6SI, I8O9, 6O8I, NHXS, Z8IX, SXHN, 66I8, 6NZH, XOHZ, NXO8, H68S, IH6X, XI8Z
"NHXS":I8O9, H6SI, 8OXN, 6O8I, H68S, XOHZ, 66I8, XI8Z, IH6X, NHXS, 6NZH, Z8IX, SXHN, NXO8
"XOHZ":8OXN, XOHZ, 6NZH, IH6X, XI8Z, Z8IX, 6O8I, SXHN, I8O9, H68S, NXO8, NHXS, 66I8, H6SI
"8OXN":XI8Z, IH6X, 6NZH, XOHZ, I8O9, NHXS, H6SI, SXHN, 66I8, Z8IX, 8OXN, 6O8I, NXO8, H68S
"6NZH":H6SI, 6NZH, H68S, SXHN, 6O8I, NHXS, Z8IX, XOHZ, 8OXN, NXO8, 66I8, XI8Z, I8O9, IH6X
"H6SI":NHXS, IH6X, XI8Z, 66I8, SXHN, NXO8, XOHZ, H6SI, 6O8I, 6NZH, 8OXN, Z8IX, I8O9, H68S
"6O8I":Z8IX, XI8Z, I8O9, XOHZ, IH6X, 66I8, SXHN, NXO8, 6NZH, 6O8I, H6SI, H68S, 8OXN, NHXS
"I8O9":6O8I, SXHN, H68S, NHXS, 8OXN, IH6X, NXO8, I8O9, 6NZH, XI8Z, Z8IX, 66I8, XOHZ, H6SI
"NXO8":8OXN, SXHN, Z8IX, I8O9, NHXS, 6NZH, H68S, 66I8, XOHZ, NXO8, IH6X, XI8Z, H6SI, 6O8I
"66I8":H6SI, 6O8I, NHXS, XI8Z, 66I8, I8O9, IH6X, 8OXN, Z8IX, 6NZH, H68S, XOHZ, SXHN, NXO8
"9NZS":8NSZ, 8I99, ZHOX, HZN9, IS9H, SNZX, SZN6, XZNS, SI9X, 9NZS, ZSN8, X6IS, X9HI, S89H
"8I99":ZHOX, IS9H, X6IS, SNZX, SI9X, X9HI, ZSN8, XZNS, 9NZS, S89H, HZN9, 8NSZ, SZN6, 8I99
"ZHOX":ZSN8, 8I99, SNZX, ZHOX, IS9H, SZN6, 8NSZ, S89H, HZN9, 9NZS, SI9X, XZNS, X6IS, X9HI
"HZN9":9NZS, HZN9, SZN6, IS9H, ZSN8, 8I99, S89H, ZHOX, SI9X, SNZX, 8NSZ, X9HI, X6IS, XZNS
"SZN6":X9HI, S89H, SZN6, SNZX, SI9X, 8NSZ, ZHOX, XZNS, HZN9, X6IS, IS9H, ZSN8, 8I99, 9NZS
"S89H":SNZX, 8NSZ, IS9H, SI9X, HZN9, SZN6, ZSN8, X9HI, S89H, 9NZS, X6IS, XZNS, 8I99, ZHOX
"SNZX":SNZX, ZHOX, 8I99, 9NZS, X9HI, XZNS, ZSN8, IS9H, 8NSZ, X6IS, HZN9, SZN6, S89H, SI9X
"ZSN8":SZN6, S89H, 8I99, HZN9, IS9H, ZSN8, X9HI, 9NZS, SNZX, X6IS, ZHOX, 8NSZ, XZNS, SI9X
"SI9X":9NZS, XZNS, HZN9, ZHOX, S89H, X9HI, ZSN8, X6IS, 8I99, SNZX, SZN6, IS9H, SI9X, 8NSZ
"X9HI":8NSZ, SNZX, IS9H, SI9X, ZHOX, SZN6, HZN9, XZNS, X6IS, 9NZS, S89H, 8I99, ZSN8, X9HI
"IS9H":SI9X, SNZX, ZSN8, ZHOX, XZNS, 8NSZ, IS9H, X6IS, X9HI, 8I99, SZN6, HZN9, S89H, 9NZS
"XZNS":8I99, S89H, X9HI, ZSN8, 9NZS, SZN6, 8NSZ, SI9X, HZN9, IS9H, XZNS, SNZX, ZHOX, X6IS
"8NSZ":8I99, X9HI, X6IS, HZN9, 9NZS, XZNS, SNZX, SZN6, 8NSZ, S89H, SI9X, IS9H, ZHOX, ZSN8
"X6IS":HZN9, IS9H, S89H, SZN6, XZNS, X9HI, ZSN8, SI9X, SNZX, 9NZS, X6IS, 8NSZ, 8I99, ZHOX

On the Subject of Tic Tac Toe

All those years of getting ties in Tic Tac Toe might finally pay off.

To defuse this module, all nine buttons must be filled with “X”s and “O”s.

The display labeled “Up Next:” shows either an “X” or an “O”. The keypad displays some numbers between 1 and 9 and some already placed “X”s and “O”s. After placing a piece, the displays go blank.

The numbers in the chart on the following page indicate the location on the keypad where each piece should be placed.

Use the rules below to determine the starting row:

  1. If the last digit of the serial number is even, the starting row is either 5, 6, 7, 8, or 9. Otherwise, the starting row is either 1, 2, 3, or 4.
  2. If there is at least one parallel port, use the even values. Otherwise, use the odd values.
  3. If there are more unlit indicators than lit indicators, the starting row is the lowest remaining value from rule 2.
  4. If there are more lit indicators than unlit indicators, the starting row is the highest value remaining from rule 2.
  5. If there are an equal number of lit and unlit indicators, the starting row is the average of the remaining values from rule 2.

In the chart, determine the appropriate placement column based on the relative number of “X”s and “O”s already on the board. Begin at the starting row and move down your selected column until you reach a number that corresponds to an unfilled spot on the keypad. If you pass row 9, continue at row 1.

If placing the piece in this location would result in a tic-tac-toe, you MUST press “PASS” and continue in the same row; otherwise, place the piece by pressing the location on the keypad and then move to the next row in the chart.

Two consecutive passes will result in a piece being placed (and displayed) in one of the available spaces. This may result in a tic-tac-toe but will not incur a strike. In such a case, move to the next row in the chart.

Upon a strike, the row resets to the initial starting row and the keypad displays the placed pieces and remaining numbers. All previous placements remain until the module is defused.

Table 1

More “X”s “X”s = “O”s More “O”s
Placing An: Placing An: Placing An:
ROW “X” “O” “X” “O” “X” “O”
1933981
2566712
3782158
4457896
5141673
6875244
7618439
8229525
9394367

On the Subject of Timezones

Nobody likes to convert timezones.

  1. Check the city and the time of the analog clock.
  2. Convert the time of the analog clock to the requested city.
  3. Press the buttons to enter the time conversion result. Remember to check which lights are on!
  4. Press the SUBMIT button.
Country City Timezone
Argentina Buenos Aires UTC-3
Australia Brisbane UTC+10
Australia Sydney UTC+11
Brazil Manaus UTC-4
Brazil Sao Paulo UTC-2
Burundi Bujumbura UTC+2
Cabo Verde Praia UTC-1
Canada Whitehorse UTC-8
China Beijing UTC+8
Ecuador Quito UTC-5
French Polynesia Papeete UTC-10
Georgia Tbilisi UTC+4
Japan Tokyo UTC+9
Germany Berlin UTC+1
Kiribati Tarawa UTC+12
Nicaragua Managua UTC-6
Niue Alofi UTC-11
Pakistan Lahore UTC+5
Russia Moscow UTC+3
Russia Omsk UTC+6
Scotland Edinburgh UTC
Thailand Bangkok UTC+7
USA Denver UTC-7
USA Unalaska UTC-9

On the Subject of Turn The Key

How can something so simple be so infuriating?

Turn the key when the bomb's timer matches the time on the display, no sooner, no later.

On the Subject of Turn The Keys

Order is everything.

This module has two keys and a display. The display indicates this module’s priority.

LEFT KEY

Turn the left key after you have done all of the following:

But before you have done any of the following:

RIGHT KEY

Turn the right key after you have done all of the following:

But before you have done any of the following:

On the Subject of Two Bits

This poorly programmed lookup device is as maddening with its slow responses as it is unforgiving with ill-timed inputs. Patience required.

Query a series of two-letter codes to track down the correct answer before submitting it. This primitive lookup machine is intolerant to incomplete and excessive inputs, as well as any input while it is busy.

Step 1: Determine Initial Code

If the serial number contains a letter, use the leftmost letter's numeric position in the alphabet as your base value (e.g. A=1, B=2). For no letters, use 0.

Add the last digit of the serial number multiplied by the number of batteries present.

If there is a Stereo RCA port present, double the current value.*

This value** is now the current code.

* Note: Skip this step if there is also an RJ45 port present.

** Note: Use the last two digits if the value is greater than 99. Prepend with a zero if less than 10.

Step 2: Determine character pair and Perform Query

Using the current code, look up the character pair. Enter that pair into the device and press "Query".

-0-1-2-3-4-5-6-7-8-9
0-kbdkgvtkpvkpbvvtpzdt
1-eezkkeckzppptptgpdpt
2-tzebecccczzvcvgcbtgt
3-bzpkkzkgvdcevbkdggdg
4-pbvvgekvdzpedbcdtdcb
5-gbtvkkbgbpvpepttedzg
6-deddevtezdbbpcbdkczb
7-egbctczezcgpetvctbvz
8-ezekdvcgvedpbkpggkgz
9-ktctzzvggdcpbeztvkdc

Step 3: Repeat and Submit

The response code from the device from the query in Step 2 is now your current code. Perform Step 2 an additional 2 times, using the new code each time.

After receiving the response code from the final query, look up the corresponding character pair, enter the pair into the device and press "Submit".

On the Subject of Visual Impairment

Don't look at this manual too long, or you will actually go blind!

BlueRedGreenWhite

On the Subject of Waste Management

Fun fact — The amount of food wasted in Singapore is equivalent to every household throwing two bowls of rice away every day, per annum.

This module features eight buttons, four of which are Roman numerals labeled “I", "V", "X", and "L” which have the values of one, five, ten, and fifty respectively, two with the letters “W (waste) and R (recycle)”, and the last two colored red and green respectively. The red button resets the current stage, and the green button submits the answer. Lastly, there is a display which shows, in the order of submission: Paper, Plastic and Metal. Note: Since the module registers single presses, the correct value for 4 would be IIII and not IV. Similarly, IX would be VIIII. Etc.

To solve the module, the defuser needs to waste and recycle the correct amount of paper, plastic, and metal.

Starting from zero for all values, use the following tables to determine the amount of paper, plastic, and metal present. Follow all rules until the end of each table, performing an operation for each material type where necessary.

Paper
Condition Operation Unless:
Is there an IND indicator? Add 19. There are at least five batteries.
Is there an SND indicator? Add 15.
Is there a parallel port? Subtract 44.
Is there a Morse Code related module on the bomb?* Subtract 26. Half of the bomb time has not passed.***
Are there zero batteries on the bomb? Add 154. There are at least three indicators on the bomb.
Does the serial number contain any letters from "SAVE MY WORLD"? Add 200. There are more than two consonants in the serial number.
Plastic
Condition Operation Unless:
Is there a TRN indicator? Add 91. Exactly one strike has already been issued.***
Is there an FRK indicator? Add 69. Exactly two strikes have already been issued.***
Is there an empty port plate? Subtract 17. There are an odd number of modules on the bomb. (including needy modules)
Is there an FRQ indicator? Add 153. There are more D batteries than AA batteries.

Metal
Condition Operation Unless:
Is there a BOB indicator? Add 199.
Is there an MSA indicator? Add 92.
Is there a CAR indicator? Subtract 200. There is an RJ-45 port.
Are there any duplicate ports? Add 153. There is a DVI-D port present.
Is there a SIG indicator? Add 99. The bomb is in the last fifth of time left on the bomb.***
Is there a Forget Me Not module on the bomb? Subtract 84. There is also a lit BOB indicator and at least 6 ports — add 99 instead.

Final Instructions:

If at any time the bar on the right becomes empty after completing a stage, IMMEDIATELY press the green button again. Otherwise, a strike will be issued and the module will reset. This cannot occur during stage 4. From all the calculated values, if any of them are negative, make them positive and follow all of the rules below:

  1. If the total sum of paper, plastic, and metal present is higher than 695, recycle everything. Do not progress on to any other stages.
  2. Otherwise, if the amount of metal exceeds 200, recycle three-quarters of the metal and then waste the rest of the metal. Go to rule 4.
  3. Otherwise, if the amount of metal is lower than the amount of paper present, recycle all of the paper, allocate all the plastic to leftovers, waste one quarter of the metal, and recycle half of the leftovers. The other half of the leftovers are not used.
  4. If the amount of plastic is less than 300 and greater than 100, recycle half of the plastic. Go to rule 6.
  5. If the amount of plastic is less than 100 and greater than 10, waste all of the plastic.
  6. If the amount of paper is less than 65, waste one third of the paper, unless instruction 4 was also true — recycle all of the paper instead.
  7. If the amount of leftovers** are less than 300 and greater than 100, recycle them. Otherwise, waste them.

If any value ends up with a decimal, round it to the nearest integer. Subtract your answer for that stage from the amount remaining to calculate the leftovers.

Further notes: Upon submitting an incorrect amount of recycled and/or wasted material, a strike is issued and the module resets. To submit an answer, the defuser must input the amount of recycled or wasted paper and then press the R button to designate it as recycling, or press the W button to designate it as waste. The defuser must then press the green button to confirm their inputted amount of wasted and recycled material. A total of three green button presses are expected. A fourth green button press is expected when there are leftovers.

Upon pressing the red button to reset, the defuser’s input of the material type for that stage will be reset. There will not be a display to show the amount the defuser has entered, so he or she must be wary.

*Morse code modules refer to any module that contain “Morse” in their names.

**Any materials left after being modified by a rule become leftovers unless another rule refers to them again.

***The bomb time and strikes are taken from the time of the first press of the submit button and is recalculated with every strike on the module.

On the Subject of Web Design

Welcome to web design class. The first rule of web design is: You do not talk about Comic Sans MS. The second rule is: You DO NOT talk about Comic Sans MS. The third rule is: The word "color" is NEVER spelled with a U.

Step 1: Select the website

Find the website this code was quoted from. Use the Selector part of the code (the part before {) to narrow it down to one site, then note down its Threshold value.

Edison Daily (news site)

Elements: body, a, h3, blockquote

IDs: #header, #comments

Classes: .post, .title, .author

Threshold: #00FF00

Buddymaker (social media)

Elements: div, span, img, a

IDs: #msg, #cover, #content, #sidebar

Classes: .post, .title, .share

Threshold: #8040C0

PNGdrop (image hosting)

Elements: div, img

IDs: #main, #comments, #fullview

Classes: .username, .share, .large

Threshold: #BADA55

BobIRS (chatroom)

Elements: ul, ol, img, b, i

IDs: #sidebar

Classes: .avatar, .username

Threshold: #03E61E

Vidhost (video hosting)

Elements: div, iframe, b, i

IDs: #main, #rating, #comments

Classes: .username, .share, .channel

Threshold: #60061E

Go Team Falcon online (online game)

Elements: body, iframe

IDs: #rating, #comments

Classes: .rating, .fullscreen

Threshold: #501337

Stufflocker (cloud storage)

Elements: div, h3, img, iframe

IDs: #sidebar, #download

Classes: .menu, .author

Threshold: #B020E5

Steel Nexus (forum)

Elements: body, div, img, blockquote

IDs: #header, #content, #sidebar

Classes: .avatar, .reply

Threshold: #BEA61E

Step 2: Find the color target

Find the first color name in the CSS file, then use the following table to determine a hexadecimal value of that color. This value is the Color Target that you will need later. If no color name is displayed, use #7F7F7F.

Color Hex value Color Hex value Color Hex value
Blue #0000FF Yellow #FFFF00 Red #FF0000
Green #00FF00 White #FFFFFF Orange #FFA500
Purple #800080 Magenta #FF00FF Gray #808080

Note: The hexadecimal value of a color is denoted in #RRGGBB format.

Step 3: Calculate site score

Calculate the site score as follows:

Accept (✓) Consider (Δ) Reject (✗)
2, 3, 5, 7 6, 8 1, 4, 9

On the Subject of Who’s on First

This contraption is like something out of a sketch comedy routine, which might be funny if it wasn't connected to a bomb. I’ll keep this brief, as words only complicate matters.

  1. Read the display and use step 1 to determine which button label to read.
  2. Using this button label, use step 2 determine which button to push.
  3. Repeat until the module has been disarmed.

Step 1:

Based on the display, read the label of a particular button and proceed to step 2:

YES


Look At


FIRST

Look At




DISPLAY





Look At
OKAY

Look At




SAYS





Look At
NOTHING


Look At






Look At
BLANK



Look At


NO





Look At
LED


Look At


LEAD





Look At
READ



Look At


RED



Look At


REED




Look At
LEED




Look At
HOLD ON





Look At
YOU



Look At


YOU ARE





Look At
YOUR



Look At


YOU'RE



Look At


UR
Look At




THERE





Look At
THEY'RE




Look At
THEIR



Look At


THEY ARE


Look At


SEE





Look At
C

Look At




CEE





Look At

Step 2:

Using the label from step 1, push the first button that appears in its corresponding list:

READY: YES, OKAY, WHAT, MIDDLE, LEFT, PRESS, RIGHT, BLANK, READY, NO, FIRST, UHHH, NOTHING, WAIT
FIRST: LEFT, OKAY, YES, MIDDLE, NO, RIGHT, NOTHING, UHHH, WAIT, READY, BLANK, WHAT, PRESS, FIRST
NO: BLANK, UHHH, WAIT, FIRST, WHAT, READY, RIGHT, YES, NOTHING, LEFT, PRESS, OKAY, NO, MIDDLE
BLANK: WAIT, RIGHT, OKAY, MIDDLE, BLANK, PRESS, READY, NOTHING, NO, WHAT, LEFT, UHHH, YES, FIRST
NOTHING: UHHH, RIGHT, OKAY, MIDDLE, YES, BLANK, NO, PRESS, LEFT, WHAT, WAIT, FIRST, NOTHING, READY
YES: OKAY, RIGHT, UHHH, MIDDLE, FIRST, WHAT, PRESS, READY, NOTHING, YES, LEFT, BLANK, NO, WAIT
WHAT: UHHH, WHAT, LEFT, NOTHING, READY, BLANK, MIDDLE, NO, OKAY, FIRST, WAIT, YES, PRESS, RIGHT
UHHH: READY, NOTHING, LEFT, WHAT, OKAY, YES, RIGHT, NO, PRESS, BLANK, UHHH, MIDDLE, WAIT, FIRST
LEFT: RIGHT, LEFT, FIRST, NO, MIDDLE, YES, BLANK, WHAT, UHHH, WAIT, PRESS, READY, OKAY, NOTHING
RIGHT: YES, NOTHING, READY, PRESS, NO, WAIT, WHAT, RIGHT, MIDDLE, LEFT, UHHH, BLANK, OKAY, FIRST
MIDDLE: BLANK, READY, OKAY, WHAT, NOTHING, PRESS, NO, WAIT, LEFT, MIDDLE, RIGHT, FIRST, UHHH, YES
OKAY: MIDDLE, NO, FIRST, YES, UHHH, NOTHING, WAIT, OKAY, LEFT, READY, BLANK, PRESS, WHAT, RIGHT
WAIT: UHHH, NO, BLANK, OKAY, YES, LEFT, FIRST, PRESS, WHAT, WAIT, NOTHING, READY, RIGHT, MIDDLE
PRESS: RIGHT, MIDDLE, YES, READY, PRESS, OKAY, NOTHING, UHHH, BLANK, LEFT, FIRST, WHAT, NO, WAIT
YOU: SURE, YOU ARE, YOUR, YOU'RE, NEXT, UH HUH, UR, HOLD, WHAT?, YOU, UH UH, LIKE, DONE, U
YOU ARE: YOUR, NEXT, LIKE, UH HUH, WHAT?, DONE, UH UH, HOLD, YOU, U, YOU'RE, SURE, UR, YOU ARE
YOUR: UH UH, YOU ARE, UH HUH, YOUR, NEXT, UR, SURE, U, YOU'RE, YOU, WHAT?, HOLD, LIKE, DONE
YOU'RE: YOU, YOU'RE, UR, NEXT, UH UH, YOU ARE, U, YOUR, WHAT?, UH HUH, SURE, DONE, LIKE, HOLD
UR: DONE, U, UR, UH HUH, WHAT?, SURE, YOUR, HOLD, YOU'RE, LIKE, NEXT, UH UH, YOU ARE, YOU
U: UH HUH, SURE, NEXT, WHAT?, YOU'RE, UR, UH UH, DONE, U, YOU, LIKE, HOLD, YOU ARE, YOUR
UH HUH: UH HUH, YOUR, YOU ARE, YOU, DONE, HOLD, UH UH, NEXT, SURE, LIKE, YOU'RE, UR, U, WHAT?
UH UH: UR, U, YOU ARE, YOU'RE, NEXT, UH UH, DONE, YOU, UH HUH, LIKE, YOUR, SURE, HOLD, WHAT?
WHAT?: YOU, HOLD, YOU'RE, YOUR, U, DONE, UH UH, LIKE, YOU ARE, UH HUH, UR, NEXT, WHAT?, SURE
DONE: SURE, UH HUH, NEXT, WHAT?, YOUR, UR, YOU'RE, HOLD, LIKE, YOU, U, YOU ARE, UH UH, DONE
NEXT: WHAT?, UH HUH, UH UH, YOUR, HOLD, SURE, NEXT, LIKE, DONE, YOU ARE, UR, YOU'RE, U, YOU
HOLD: YOU ARE, U, DONE, UH UH, YOU, UR, SURE, WHAT?, YOU'RE, NEXT, HOLD, UH HUH, YOUR, LIKE
SURE: YOU ARE, DONE, LIKE, YOU'RE, YOU, HOLD, UH HUH, UR, SURE, U, WHAT?, NEXT, YOUR, UH UH
LIKE: YOU'RE, NEXT, U, UR, HOLD, DONE, UH UH, WHAT?, UH HUH, YOU, LIKE, SURE, YOU ARE, YOUR

On the Subject of Wire Placement

Sometimes, the wire may look like a face, calming you down... and then you explode.

Wire connected to C3 is
BlackBlueRedWhiteYellow
Cut if coloris connected to:
Yellow D2D1D2A2D1
Blue A2C4A1C4D4
White D3D2D4B3B2
White B2C1B4A1C1
Red A1B3C4B2B3
Blue C3C2C1D3B1
Black B1D4A4D2B4
Red C4D3B1C1C2
Yellow A3C3A2A4A3
Yellow D1A1B2B4A4

On the Subject of Wire Sequences

It's hard to say how this mechanism works. The engineering is pretty impressive, but there must have been an easier way to manage nine wires.

Red Wire Occurrences
Wire OccurrenceCut if connected to:
First red occurrenceC
Second red occurrenceB
Third red occurrenceA
Fourth red occurrenceA or C
Fifth red occurrenceB
Sixth red occurrenceA or C
Seventh red occurrenceA, B or C
Eighth red occurrenceA or B
Ninth red occurrenceB
Blue Wire Occurrences
Wire OccurrenceCut if connected to:
First blue occurrenceB
Second blue occurrenceA or C
Third blue occurrenceB
Fourth blue occurrenceA
Fifth blue occurrenceB
Sixth blue occurrenceB or C
Seventh blue occurrenceC
Eighth blue occurrenceA or C
Ninth blue occurrenceA
Black Wire Occurrences
Wire OccurrenceCut if connected to:
First black occurrenceA, B or C
Second black occurrenceA or C
Third black occurrenceB
Fourth black occurrenceA or C
Fifth black occurrenceB
Sixth black occurrenceB or C
Seventh black occurrenceA or B
Eighth black occurrenceC
Ninth black occurrenceC

On the Subject of Wires

Wires are the lifeblood of electronics! Wait, no, electricity is the lifeblood. Wires are more like the arteries. The veins? No matter…

3 wires:
If there are no red wires, cut the second wire.
Otherwise, if the last wire is white, cut the last wire.
Otherwise, if there is more than one blue wire, cut the last blue wire.
Otherwise, cut the last wire.
4 wires:
If there is more than one red wire and the last digit of the serial number is odd, cut the last red wire.
Otherwise, if the last wire is yellow and there are no red wires, cut the first wire.
Otherwise, if there is exactly one blue wire, cut the first wire.
Otherwise, if there is more than one yellow wire, cut the last wire.
Otherwise, cut the second wire.
5 wires:
If the last wire is black and the last digit of the serial number is odd, cut the fourth wire.
Otherwise, if there is exactly one red wire and there is more than one yellow wire, cut the first wire.
Otherwise, if there are no black wires, cut the second wire.
Otherwise, cut the first wire.
6 wires:
If there are no yellow wires and the last digit of the serial number is odd, cut the third wire.
Otherwise, if there is exactly one yellow wire and there is more than one white wire, cut the fourth wire.
Otherwise, if there are no red wires, cut the last wire.
Otherwise, cut the fourth wire.

On the Subject of Word Scramble

These letters are confusing. I think they're in the wrong order.

The display shows a scrambled word. Decipher the word and punch it in to solve this module.


See Appendix Sword for an anagrams table reference.

On the Subject of Word Search

LZIEAJDHARDERBNCOJWTHANPQIEYBZITLOOKSYWH

A field of 36 letters will appear on the screen within the module. Some of these letters will spell out words, which may be spelled backwards and appear in any direction.

  1. The chart below contains boxes with letters in the corners. For each of the four letters in the corners of the display, find a box on the chart that has that letter in the same corner.
  2. Once all the relevant boxes have been located, use the last digit of the serial number (even or odd) to determine the correct words to reference.
  3. Only one of those words will appear on the display. Select the first and last letter of the correct word to disarm the module. The bomb will record a strike if any other words are selected.
HOTEL

DONE
SEARCH

QUEBEC
ADD

CHECK
SIERRA

FIND
FINISH

EAST
PORT

COLOR
BOOM

SUBMIT
LINE

BLUE
KABOOM

ECHO
PANIC

FALSE
MANUAL

ALARM
DECOY

CALL
SEE

TWENTY
INDIA

NORTH
NUMBER

LOOK
ZULU

GREEN
VICTOR

XRAY
DELTA

YES
HELP

LOCATE
ROMEO

BEEP
TRUE

EXPERT
MIKE

EDGE
FOUND

RED
BOMBS

WORD
WORK

UNIQUE
TEST

JINX
GOLF

LETTER
TALK

SIX
BRAVO

SERIAL
SEVEN

TIMER
MODULE

SPELL
LIST

TANGO
YANKEE

SOLVE
CHART

OSCAR
MATH

NEXT
READ

LISTEN
LIMA

FOUR
COUNT

OFFICE
[even]

[odd]

On the Subject of X-Rays

I can see right through you.

215252535253
454343421432
231521513214
414343242135
325212515452
451435323234
232354214142
451423543521
523234121245
241512534351
535323142524
241215435435

On the Subject of Yahtzee

When has bomb defusal ever been a game of chance?

There are five dice in the colors of purple, yellow, blue, white and black. Start by rolling the dice. Then choose which dice to keep and which to reroll. You may only keep dice of the same value. Keep repeating this process until you get a Yahtzee.*

At each stage, the dice to keep are given by the following rules:

If you just rolled 5 dice:

Follow the first rule that applies:

Yahtzee: All dice show the same value.

Large straight: Five consecutive values.

Small straight: Four consecutive values. The outlier is the fifth die.

Three of a kind: Three dice of equal value, but not four.

Full house: Three of a kind plus two of another kind.

These terms always refer to all of the dice, regardless of which were rolled and which were kept.

If you just rolled 4 dice:

If you just rolled 3 dice:

If you just rolled 2 dice:

If only 1 die is left to roll:

Keep rolling it until you achieve a Yahtzee.

On the Subject of Zoos

Ruff! Roar! Meow! Warble! Neigh! Tweet! Mew! Cock-a-doodle-doo! Honk! Baa! Bark! Bellow! Crow! Cha-caw! Buzz! Growl! Ribbit! Coo! Caw! Gobble! Screech! Whinny! Bleat! Hee-haw! Chirrup! Arf! Croak! Chirp! Squawk! Woof! Bow-wow! Cluck! Snort! Yap! Click! Squeal! Oink! Hoot! Moo! Squeak! Howl! Bah-gawk! Purr! Hiss! Quack!

ParallelDVI-DStereo RCASerialPS/2RJ-45

Using the two animals displayed on the module, find the starting position in the grid on the next page.

Refer to the direction chart on the right to translate port types to a direction.

Out of the port types whose associated direction allows you to form a straight line of 5 animals from the starting position, find the line pertaining to the port type of which the bomb has the most ports (including zero) that is not tied with another such port type.

If no port type satisfies this condition, form a straight line of 5 animals by moving two steps at a time. There is always only one direction in which this is possible.

Open the sliding door on the module. Press the animals in the order they appear in the line. Avoid pressing the animals that aren’t in the line. You must do this within 6 seconds before the door closes again.

ParallelDVI-DStereo RCASerialPS/2RJ-45

Section 2: Needy Modules

Needy modules cannot be disarmed, but pose a recurrent hazard.

Needy modules can be identified as a module with a small 2‑digit timer in the top center. Interacting with the bomb may cause them to become activated. Once activated, these needy modules must be tended to regularly before their timer expires in order to prevent a strike.

Stay observant: needy modules may reactivate at any time.

On the Subject of Refill that Beer!

You don't want to end up getting drunk now, do ya?

On the Subject of Button Masher

Just don't break the button, speed runners should know how it feels.

On the Subject of Capacitor Discharge

I'm going to guess that this is just meant to occupy your attention, because otherwise this is some shoddy electronics work.

On the Subject of Edgework

You would think that the ports on the side of the bomb are used for something other than just for answering questions...

Filibuster Needy Component

On the Subject of Filibuster

What's this game called? Ok, let's do that.

Note

This module requires a microphone connected to the device used by the defuser to disarm bombs.

If the module does not work correctly, it has likely been misconfigured.

See Appendix BombMfg#AF for configuration notes.

On the Subject of Hex To Decimal

Be happy you are only doing this for one bomb session. At least you weren't Nintendo in the 1980's figuring out how to program the NES with 0's and 1's.

The main display at the top left displays a random hexadecimal character.

The input display at the top right displays the number the defuser has currently added.

Starting from 0, the defuser must add 100, 10, 1, or subtract 1 to get the desired number.

The defuser may also press MAX to set the display to 255.

If the defuser messes up, they may reset by pressing the "CLR" button.

-0-1-2-3-4-5-6-7-8-9-A-B-C-D-E-F
0-0123456789101112131415
1-16171819202122232425262728293031
2-32333435363738394041424344454647
3-48495051525354555657585960616263
4-64656667686970717273747576777879
5-80818283848586878889909192939495
6-96979899100101102103104105106107108109110111
7-112113114115116117118119120121122123124125126127
8-128129130131132133134135136137138139140141142143
9-144145146147148149150151152153154155156157158159
A-160161162163164165166167168169170171172173174175
B-176177178179180181182183184185186187188189190191
C-192193194195196197198199200201202203204205206207
D-208209210211212213214215216217218219220221222223
E-224225226227228229230231232233234235236237238239
F-240241242243244245246247248249250251252253254255

On the Subject of HTTP Response

When your bomb acts as a web server...

Table 1: Remote status, response as listed.

Full name Abbrev. Response Full name Abbrev. Response
Continue Cont 100 Unauthorized Unauth 401
Switching Protocols SwPrt 101 Payment Required PayReq 402
Processing Proc 102 Forbidden Frbd 403
OK OK 200 Not Found NFnd 404
Created Crtd 201 Request Time-out TmOut 408
Moved Permanently MvPerm 301 Gone Gone 410
Found Found 302 I’m a teapot ImaTp 418
Not Modified NMod 304 Internal Server Error SrvErr 500
Use Proxy UPrx 305 Bad Gateway BGw 502
Bad Request BadR 400 Service Unavailable SrvUn 503

Table 2: Local status. Add the number of batteries times the sum of the numerical digits in the serial number to the response first.

Full name Abbrev. Response Fullname Abbrev. Response
Strike Stk 601 Detonate Dtn 602
Pass Ps 603 Press Prs 604
Command Cmd 605 Release Rls 606
Blue Blue 701 Green Grn 702
Red Red 703 Yellow Yel 704
Black Blk 705 White Wht 706
Cut Cut 801 Unscrew Uns 802
Set Set 803 Locate Loc 804
Indicator Indc 805 Batteries Batt 806
Timer Tmr 901 Lower Lwr 902
Upper Upr 903 Lever Lvr 904
Time Time 905 Done Done 906

Note: In the rare case the response number is over 999, subtract 999 from the response code.

On the Subject of Knobs

Needlessly complicated and endlessly needy. Imagine if such expertise were used to make something other than diabolical puzzles.

LED Configurations

Up Position:

X X X
X X X X X
X X X
X X X X

Down Position:

X X X
X X X X X
X X X
X X

Left Position:

X
X X X X
X
X X

Right Position:

X X X X X
X X X X
X X X
X X X X


X = Lit LED

On the Subject of Lights Out

Who knew turning out all the lights was a hard task?

Math Needy Component

On the Subject of Math

Math is still easy. But is it easy when you have to answer questions over and over to stop an explosion? Only one way to find out.

Answer the question. Enter the numbers with the keypad and press '=' to submit your answer. Use '-' to toggle the sign. Don't blow up!

On the Subject of Motion Sense

Don't move. Its explosiveness is based on movement.

On the Subject of QR Code

Yes, you will need a QR Code scanner here to proceed.

On the Subject of the Needy Quiz

I hope you studied, it's quiz night!

On the Subject of Random Number Generator

We are now at the mercy of RNGesus.

If the last digit of the serial number is...

Odd: The number must be odd.

Even: The number must be even.

If a vowel in the serial number is...

Present: The number must be in between 0 - 49.

Absent: The number must be in between 50 - 99.

On the Subject of Rotary Phones

Hello, this is emergency services, please hold...

On the Subject of Shape Memory

Oh look! It's that game that everyone knows of but nobody knows the name of!

On the Subject of Tetris

Chances are you’ve already played many iterations of this game. At this point, how can we be sure that Tetris isn’t some kind of meta-virus that propagates itself through game developers and modders?

On the Subject of Venting Gas

Computer hacking is hard work! Well, it usually is. This job could probably be performed by a simple drinking bird pressing the same key over and over again.

On the Subject of Who’s That Monsplode?

Are you still a fan of some animated series from your childhood? It looks like you stumbled upon another fan.

Monsplode™ Name Monsplode™ Name Monsplode™ Name
Buhar Buhar Lanaluff Lanaluff Magmy Magmy
Bob Bob Melbor Melbor Docsplode Docsplode
Mountoise Mountoise Nibs Nibs Clondar Clondar
Aluga Aluga Lugirit Lugirit Zapra Zapra
Caadarim Caadarim Vellarim Vellarim Ukkens Ukkens
Flaurim Flaurim Gloorim Gloorim Zenlad Zenlad
Zenlad Asteran Zenlad Violan Pouse Pouse
Myrchat Myrchat Cutie Pie Cutie Pie Percy Percy

Section 3: Translated Modules

Certain modules, both regular and needy, may appear as a translated variant. These behave identical to their English counterpart, but will have their labels, displays, etc. in a different language.

Refer to the modules' respective pages in the previous sections for instructions on how to disarm these modules and use the translation tables here to assist with translation.

Many translated modules can be identified by a sticker attached to the module denoting their language.

On the Subject of Morse Code (Translated)

It turns out an antiquated form of naval communication in a foreign language is next. At least it's still genuine Morse Code, so keep paying attention.

See Appendix M for Morse code interpretation reference.

Use the tables to find the correct frequency, and pressing the transmit button.

'TX' button translations

Language Button
CS TX
DA TX
DE SENDEN
EN TX
EO SENDI
ES TX
ET TX
FI LÄHETÄ
FR TX
HE שלח
IT INVIA
JP TX
KO 전송
NL TX
NO TX
PL TX
PT TX
RU TX
SV SÄND
TH ส่ง
ZHS 发送
CS:DA:DE:EN:Frequency:
strachafvishölleshell3.505 MHz
plombablandthallehalls3.515 MHz
bronzbomberhülleslick3.522 MHz
sklepbrugtheißtrick3.532 MHz
houbyfirmasieheboxes3.535 MHz
kloubykaldersichelleaks3.542 MHz
chlebaklartleichestrobe3.545 MHz
prachklasseeichelbistro3.552 MHz
shlukklippefischerflick3.555 MHz
stroprekordsicherbombs3.565 MHz
bombasidstsichtbreak3.572 MHz
klenbaskarpstichtbrick3.575 MHz
brachskifteventilsteak3.582 MHz
strupskolesteaksting3.592 MHz
papouchslippebrückevector3.595 MHz
klacekvinderrückenbeats3.600 MHz
EO:ES:ET:FI:FR:HE:Frequency:
kontraŭbielaparraskenttäcoqueסיסמה3.505 MHz
raŭkabromavarraspotkusalleמהירות3.515 MHz
ŝtonoratasvaraskettufolieאורות3.522 MHz
ĵetonoresmaemakehissipiègeתיאור3.532 MHz
riskorestakenakekatkoboîteרמזור3.535 MHz
barakobrisanupudtakoifuiteרמאות3.542 MHz
rompitrenestaimerrikosflashאותיות3.545 MHz
pirojtablavaiknepirinärestoהפלמח3.552 MHz
butonosensopaigalpenttifilmsההגנה3.555 MHz
bombosantospuskarhehehbombeעכביש3.565 MHz
batalotratoäärespihditcasseישראל3.572 MHz
betonobraileämblikkoitabriqueאלפים3.575 MHz
radarobombakallistulosfoudreקופים3.582 MHz
regulotroncojuurdepommifuséeפיצוץ3.592 MHz
brilasbrincokuularpassiboutonגולני3.595 MHz
pulsimamboöösellahtibruitגבעתי3.600 MHz
IT:JP:KO:NL:NO:PL:Frequency:
dainoshell김밥stuurmorsemuszla3.505 MHz
atticohalls긴장buurtøkningświnka3.515 MHz
anticoslick간장truusåpningmamut3.522 MHz
attesatrick공장uurtjesignalszprot3.532 MHz
esameboxes궁정trucspokalskrzynki3.535 MHz
saldileaks집밥broeksterkkrzesło3.542 MHz
salmostrobe잡담bruinstopppraca3.545 MHz
salamebistro적당bruisvondtmyszka3.552 MHz
soldiflick직장bruistbanankatalog3.555 MHz
suonobombs족장ruiststartbomba3.565 MHz
tazzabreak안장ruistevandreprzerwa3.572 MHz
tassabrick영장suistandrekostka3.575 MHz
tattosteak억장suistebombecegła3.582 MHz
zainosting인장rijstvarsommięso3.592 MHz
tuonovector인정prijsliksomobszar3.595 MHz
tronobeats안정prijstsommerbestia3.600 MHz
PT:RU:SV:TH:ZHS:Frequency:
bossaбратьskalaระเบิดshell3.505 MHz
bombaбралаkalasระเหิดhalls3.515 MHz
batomборисblickไข่ไก่slick3.522 MHz
bombomкралаstickไก่ไข่trick3.532 MHz
burroклараdimmaบริการboxes3.535 MHz
dadosпотокdekalบริบาลleaks3.542 MHz
dossiêпорогordlekบริหารstrobe3.545 MHz
doidoпорокrekordบริบทbistro3.552 MHz
morseпокойklickสะสางflick3.555 MHz
móduloпомойdejtaเพิ่มพูนbombs3.565 MHz
senhaпопейstarkภาคภูมิbreak3.572 MHz
serialрокерdrickโอกาสbrick3.575 MHz
sambaкойкаstekaอากาศsteak3.582 MHz
chaveростокstigaสัญญาsting3.592 MHz
códigoмостикriktigสัญญาณvector3.595 MHz
contaтокарьblekaสงสารbeats3.600 MHz

On the Subject of Passwords (Translated)

Unfortunately these passwords may have some special characters in them. That's at least one point towards meeting standard government security requirements.

Use the tables to help find the right password for the right language.

Czech (CS):

Danish (DA):

agentbarvabombabudíkcopak andrederesdrengefterendnu
domovdráhahokejhvozdkabel findeførstgrinehendehjælp
kočkakolemkostilustrmísto hvertingenkostekunnekunst
okolopokojpomocpozděpraha kæmpelignelillelærerminut
práceprávopísekrehekskála nogleonkelpointsidensidst
stromstropškolašperktráva skolesnydestavestoretekst
vazbavolatvolbazájemzásah tænkeundervidenvillevinde

German (DE):

English (EN):

angstatmenbetenbombedanke about after again below could
drahtdruckdrückfarbefehlt every first found great house
fersekabelknallknappknopf large learn never other place
leerelegallehremathematte plant point right small sound
panikpiepsrauchruhigsaite spell still study their there
sehneseitesendestromsuper these thing think three water
timerübrigversewartezange where which world would write

Esperanto (EO):

Spanish (ES):

aferoalielaliomambaŭantaŭ abajoaltarbajarbombabotón
astrobombodaŭredomojdumil cablecercacortodeltadonde
iliajinterkaroolampolarĝa estarfaltagomasgrasahogar
lavaslegaslernimalekneniu huesolistolugarmagiamiedo
okdekpagaspaŭzopensipinto mundonuncaotrospasarpasos
plaĉepovasrevasstudisuper percaplatapuntoquesoronda
ŝercotranstrefoturniunuan saltosuenatasartrabavalor

Estonian (ET):

Finnish (FI):

aitanaknalakseldiivadinod alavaetelähikeähuonekorva
edasieestiehtnehailehappe kuksakuusikäyräluomimaata
herneihkanjumaljuurakaart massametsämuseoneljänuori
kanadkevadmagusmorssnupud odotaonneaoravaparaspommi
piimaratasringirumalsärin puolipätkäravutristisuoli
sügavsügistabavtaibutaust suoratammitukkituppitylsä
tugevvaataõhtusõigemütlen ulkoauudetviisiviivaväljä

French (FR):

Hebrew (HE):

abrisagentaimerbidonbosse ארמוןאבדוןאבטיחארטיקאטליז
cannecouledigueenginfondu בוטיקברווזביטוחדימוידוגמה
gaffegivrehibouidiotincas זירוזזרנוקחלליתיהודיכוסמת
jambejupeskayaklapinlibre כיווןמחוגהמצודהנחשולניצול
micronuageokapioxydepanda סיפוחסיסמהפרוטהצלצולציפור
plumepurinrobotruchescier ריבוערעיוןשליטהשלגוןשאלות
tigretroncurinewagonzeste שמיכהשיעולתאבוןתנשמתתרדמת

Italian (IT):

Japanese (JP):

baccabannobennacaldocalma アツクナルアリエナイアンゴウカイジョカルガル
calvacassagallogassagatto キンチョウギョウシケーブルゲンゴコタエナシ
landalargalazzomalvamanda ストレートズノウハセンモンカゼッタイゼンマイ
mannapaccapandapannaparto ソウゼンソウダンソウマトウゾンビテサバキ
passapattopazzopossorazza テロリストディスクデントウナガオシハイリスク
razzoruotasaldosalmasalto バクハツバクヤクパイロンパズルマチガイ
tardotargatascatassatosse マニュアルメイキュウワカラナイワルシャワワールド

Korean (KO):

Dutch (NL):

공포공자거짓노력누락 anderbovendraadeerstgroot
노랑도망다만두릅로봇 iederklankklantkleinkling
리본라면만두무단머슴 klinkkloptknaltkruidkruit
부산복수박수신사신기 linksnaastnegennietsnogal
실패우울우연전기지진 onderplantploftspeldspelt
친구천사컬러코인타박 stuurtekstwachtwaterwelke
투항폭파폭사호박후회 zendtzenuwzevenzweedzweet

Norwegian (NO):

Polish (PL):

aleneandreangreangstblank atlasbalonbombadługodomek
bombecelleenormetterfeste drzwidzikiekrangoglegumka
førstgjorthjortigjeningen honorkabelkartakominkości
kabelklippknapplampeliten kotekkredałóżkołyżwymleko
minnemodulnestenerveordet morzenaukanieboobrazogień
presssceneslettslippsnart osiempudłoświatszafaszyba
somlestartstopptrykkvende taśmawiatrwłosywyrazzegar

Portuguese (PT):

Russian (RU):

acharalunobaixobrevecaixa аллеябомбавверхвзрыввнизу
cantocartacertocincocoisa вьюгагорохготовгустодавай
discofalarhorasletralivro давнодалеекнигаконецлилия
lugarmenormenosmesmomundo линияможноназаднравыпесец
nobrenuncaontemoutroparou песняпорохпорывпотомправо
pensapobrepontopraiasalas пусторумбаскоросупертравы
sobreterratrocatronoverde тумбатунецфугасшприцщипцы

Swedish (SV):

Thai (TH):

andasblankbombabörjaefter กระทะเกมกดงงงวยงมงายชมเชย
ellerförsthittahållahöger ตนเองถาโถมทนทานทบทวนธรรมะ
ingetkabelklippknapplampa บนบานบรรจบประจบประถมปรากฏ
litenlösenminnemodulmåste ผลงานพบเจอพบพานพรหมารบกวน
någotnästapaniksläppsnart ระบาดระบายระรานลงนามลนลาน
stavastoppsvaratidentryck ละลายละเลงละเลยวนรอบสายตา
tänkavarjevilkavisstvänta แสงไฟแหกตาองอาจอากาศเออออ

Simplified Chinese (ZHS):

关门放狼狗关鱼杀华凶关看鸡录片关鸡宁还看关鸡看杀鱼
放心看手鸡狼心贝狗吃贝宁杀乌鸡贝看穿了吗贝宁穿贝心
宁穿了华鸡宁穿了贝心宁贝鳄片了宁还看凶鸡宁吃乌鸡吗
杀鱼鳄了吗鸡狗还宁吗鸡杀了凶手华贝还了吗凶手杀狼狗
凶手贝关了看狼吃鳄鱼看片关手鸡录贝狼片了片片贝狗吃
片片鱼了鸡今网吃了鸡网还放华鸡鳄鱼吃了吗鳄了吗关网
还看宁吃鸡心手吃鸡了手鸡看华鸡手鸡录鳄录手鸡贝网录

On the Subject of The Button (Translated)

You might think that a button telling you to... What does it say, exactly?

Use the table to help translate the button's label.

Language Press Hold Abort Detonate
CS Stisknout Držet Zrušit Odpálit
DA Tryk Hold Afbryd Spræng
DE DrückenGedrückt haltenAbbrechen Zünden
EN Press Hold Abort Detonate
EO Puŝu Tenu Haltu Eksplodigu
ES PresionarMantenerAbortar Detonar
ET Vajuta Hoia KatkestaÕhka
FI Paina Pidä Keskeytä Räjäytä
FR PousserMaintenirArrêter Déclencher
HE לחץ החזק בטל פוצץ
IT PremiTieni premutoAnnulla Detona
JP 押す 長押し 中止 爆破
KO 누르시오누른채 유지접근금지 폭파
NL IndrukkenVasthoudenAfbreken Ontsteken
NO Trykk Hold inneAvbryt Detoner
PL PrzyciśnijPrzytrzymaj Anuluj Zdetonuj
PT ApertarSegurarAbortar Detonar
RU нажать ДержатьСтоп Взорвать
SV Tryck Håll ned Avbryt Detonera
TH กด กดค้าง ยกเลิก จุดชนวน
ZHS 按下 按住 解除 引爆

On the Subject of Venting Gas (Translated)

Alas, the drinking bird only speaks English, so it didn't know which key to press.

Use the table to help answer the questions.

Language YNVent gas? Detonate?
Czech ANVypustit? Odpálit?
Danish JNUdluft gas? Detoner?
German JNGas ablassen? Sprengen?
English YNVent gas? Detonate?
Esperanto JNBlovlasu gason? Eksplodigi?
Spanish SN¿Evacuar gas? Detonar?
Estonian JETuuluta gaasi?Plahvata?
Finnish KEPura kaasun painetta? Räjäytä?
French ONÉvacuer le gaz? Provoquer l'explosion?
Hebrew כן לא ?שחרר גז ?הפעל פצצה
Italian SNSfogare gas? Detonare?
Japanese ガスヌキ ヲシマ スカ? バクハ シマス カ?
Korean YN가스를 배출할까요? 폭파시킬까요?
Dutch JNGas afvoeren? Ontsteek?
Norwegian JNVentiler gass? Detoner
Polish TNWentylować gaz? Detonować?
Portuguese SNLiberar o gás? Detonar?
Russian Д НСпустить газ? Взорвать
Swedish JNAvlufta? Detonera?
Thai ระบายแก๊ส? จุดชนวน?
Chinese (simplified) 排气? 爆炸吗?

On the Subject of Who’s on First (Translated)

I’ll continue keeping this brief, as words only complicate matters. Especially when those words are complicated themselves by being in a language you don't understand.

Use the tables to help perform the two steps.

Czech (CS) Step 1:

ANO


Look At


PRVNÍ

Look At




OK





Look At
JE

Look At




OKA





Look At


Look At


NIC




Look At
NE



Look At


PRÁZDNÝ





Look At
J


Look At


BYLI





Look At
BÍLÝ



Look At


BYLY



Look At


BÍLÍ




Look At
MNĚ




Look At





Look At
JEMNĚ



Look At


VRCH





Look At
VRH



Look At


POČKEJ



Look At


PILY
Look At




PILI





Look At
PÍLÍ




Look At
ONI



Look At


ONY


Look At


OHNĚM





Look At
ONĚM

Look At




O NĚM





Look At

Danish (DA), German (DE) & English (EN) Step 1:

Top header = Danish, middle header = German, bottom header = English.

JA
JA
YES


Look At


GENTAG
OBEN
FIRST

Look At




SIER
DRÜCK
DISPLAY





Look At
OKAY
OKAY
OKAY

Look At




SIGER
DA STEHT
SAYS





Look At
INTET
NEIN
NOTHING


Look At


TOM
NICHTS




Look At
LEER
BLANK



Look At


BLANK
NO





Look At
NEJ
KUH
LED


Look At


ØJEBLIK
Q
LEAD





Look At
VENT
COUP
READ



Look At


C
FERTIG
RED



Look At


SE
NOCHMAL
REED




Look At
KLAR
MOMENT
LEED




Look At
NÅR
WARTE
HOLD ON





Look At
NÅH
SO EIN
YOU



Look At


NÅRH
SO'N
YOU ARE





Look At
SOHN
YOUR



Look At


SVÆR
OH GOTT
YOU'RE



Look At


SVÆRD
ZEHN
UR
Look At




LEGE
10
THERE





Look At
LEJE
ZEHEN
THEY'RE




Look At
HJUL
CN
THEIR



Look At


JUL
ZÄH
THEY ARE


Look At


LIGGE
ZEH
SEE





Look At
LÆGGE
C
C

Look At




FÆRDIG
CEE
CEE





Look At

Esperanto (EO), Spanish (ES) & Estonian (ET) Step 1:

Top header = Esperanto, middle header = Spanish, bottom header = Estonian.

JES
PRÓXIMA
JAH


Look At


UNUA
VOY
ESIMENE

Look At




EKRANO
PRIMERO
EKRAAN





Look At
AFIŜO
HAYA
OKEI

Look At




EN ORDO
VAYA
SÕNA





Look At
MONTRAS
VA
MIDAGI


Look At


ESPERA




Look At
NENIO
RÁPIDO
TÜHI



Look At


SPACO
DISPLAY
EI





Look At
NE
ÚLTIMA
JÄÄ


Look At


NENIU
SI
JÄÄR





Look At
D
DALE
JÄÄÄÄR



Look At


DO
HAY
JÄÄ ÄÄR



Look At


RARA
OTRA
VÄÄR




Look At
ERARA
BIEN
SÄÄL




Look At
ATENDU
PALABRA
ÜKS HETK





Look At
ATENTU
AYA
SA



Look At


LEGI
BAYA
SINA





Look At
LEGIS
LISTO
SINU



Look At


LEGU
OK
SU



Look At


LEĜO
BUENO
SUU
Look At




ĈI TIU
NO
SEAL





Look At
ĈI TIO
ALLÁ
SEA ALL




Look At
NENIAN
EXPLOTÓ
PEAL



Look At


NENIAM
AHÍ
PEA ALL


Look At


NENIEN
HALLA
SEE





Look At
CERTE
VALLA
TSEE

Look At




ĜUSTE
OTRO
C





Look At

Finnish (FI), French (FR) & Hebrew (HE) Step 1:

Top header = Finnish, middle header = French, bottom header = Hebrew.

TYHJÄ
OUI
כן


Look At


PREMIER
לא

Look At




MITÄÄN
ECRAN
נו





Look At
NÄYTTÖ
OKAY
ריק

Look At




RUUTU
DIT
כלום





Look At
RISUAITA
RIEN
שמאל


Look At


#




Look At
TEKSTI
C'EST
ימין



Look At


SANOO
VIDE
זה





Look At
LUKEE
NON
טוב


Look At


NÄKYY
DANS
קן





Look At
ON
DENT
לא הבנתי



Look At


KIRJAIN
DONT
כתוב



Look At


SANA
DONC
מסך




Look At
VIIVA
DON
עוד פעם




Look At
-
D'EN
למעלה





Look At
Q
TON
למטה



Look At


KUU
HACHE
אין





Look At
PUU
T'ONT
N



Look At


6
THON
היי



Look At


KUUSI
H
I
Look At




T
SENT
A





Look At
TEE
S'EN
מה




Look At
TEHTY
SANG
לו



Look At


ENSIN
CENT
איפה


Look At


SITTEN
S'EST
האות עין





Look At
OIKEIN
C
לא עם אלף

Look At




VÄÄRIN
SAIT
לא עם וו





Look At

Italian (IT), Japanese (JP) & Korean (KO) Step 1:

Top header = Italian, middle header = Japanese, bottom header = Korean.

SI
空白


Look At


PRIMO
画面
어어

Look At




SCHERMO
待って
어이





Look At
OK
いや
어의

Look At




DICE
うん
오이





Look At
NIENTE
そう


Look At


OK
빈 칸




Look At
VUOTO
オッケー
네 개



Look At


NO
何もない
내 개





Look At
ASPETTA
잠시만


Look At


PERMETTI
以外
일단





Look At
PREMETTI
意外
다음



Look At


PERMESSI
移動
그거 눌러!



Look At


PRENDETTI
異動
그거




Look At
A LETTO
異同
아니 그거




Look At
HA LETTO
解雇
그 옆에





Look At
ALL'ETTO
回顧
그거 말고



Look At


ALLETTO
懐古
아니





Look At
HA L'ETTO
안이



Look At


RAGNO
斎藤
아니라고



Look At


REGNO
斉藤
그러니까
Look At




REGNA
齋藤
비어있어





Look At
MESTOLO
齊藤
안써있어




Look At
MESCOLO
1
뭐라고?



Look At


SPOSA
位置
뭐라고


Look At


SCUSA
뭐?





Look At
BORSA

Look At




PORSA
伊地
왼쪽 위에





Look At

Dutch (NL), Norwegian (NO) & Polish (PL) Step 1:

Top header = Dutch, middle header = Norwegian, bottom header = Polish.

BAUD
SVART
PUSTY


Look At


BOUD
BLANKT

Look At




BOUT
NIC





Look At
BOUWT
DISPLAY
POKAŻ

Look At




H
SKJERM
POWTÓRZ





Look At
HA
GJORD
TEKST


Look At


HAAI
JORD
OBRÓĆ




Look At
HEI
SET
NA



Look At


HIJ
SETT
POWIEDZ





Look At
HIGH
DET STÅR
PRZECZYTAJ


Look At


IETS
INGENTING
PIERWSZY





Look At
JA
SNART
DRUGI



Look At


MEID
UTYDELIG
MOŻE



Look At


MIJD
HJUL
MORZE




Look At
NEE
JUL
LUD




Look At
NEEN
DEG
LÓD





Look At
NIETS
DEIG
BÓG



Look At


NIKS
KLAR
BUK





Look At
GJENTA
NIE WIEM



Look At


OK
KANSKJE
CO



Look At


TEKST
NEI
JAK?
Look At




VACHT
IGJEN
DALEJ





Look At
WACHT
FEIL
LITERA




Look At
WAD
FERDIG
WYNIK



Look At


WAT
NESTE
POCZEKAJ


Look At


WEIDE
TOMT
DOBRA





Look At
WIJ DE
ØØØØØH
CHWILA

Look At




WIJDE
Ø
TUTAJ





Look At

Portuguese (PT), Russian (RU) & Swedish (SV) Step 1:

Top header = Portuguese, middle header = Russian, bottom header = Swedish.

ISSO
ДА
JA


Look At


PRIMEIRO
ПЕРВОЕ
FÖRSTA

Look At




VISOR
ЭКРАН
DISPLAYEN





Look At
BELEZA
ТАК
OKEJ

Look At




ESCRITO
НАПИСАНО
DET STÅR





Look At
NADA
НИЧЕГО
INGET


Look At






Look At
BRANCO
ПУСТО
TOM



Look At


NÃO
НЕТ
NEJ





Look At
^
ВЕСЕЛО
SKÄL


Look At


ACENTO
ВЕСИЛА
SJÄL





Look At
CELA
ВЕСИЛО
SÄTT



Look At


SEI LÁ
ВОДИТЬС
SET



Look At


SELA
ВОДИЦА
SETT




Look At
ASSENTO
ГЛАЗ
STJÄL




Look At
PERAÍ
ГЛАС
SNART





Look At
VOCÊ
КОМПАНИЯ
ELLER



Look At


VOCÊ É
КАМПАНИЯ
HELLER





Look At
C
КОРИТСЯ
SEJ



Look At


CÊ É
КОРИТЬСЯ
SÄG



Look At


C E
КОРИЦА
HÄLLER
Look At




S
КРАБ
CHECK





Look At
2S
КРАП
KÄCK




Look At
SS
КРАББ
TJECK



Look At


ESSE
ПАС
SIG


Look At


ASSO
ПАСС
GJORD





Look At
Ç
ПАЗ
JORD

Look At




AÇO
ПОГОДИ
HJORD





Look At

Thai (TH) & Simplified Chinese (ZHS) Step 1:

Top header = Thai, bottom header = Simplified Chinese.

กด
显示


Look At


ลด
空的

Look At




ตัด
什么





Look At
มัด
四根线

Look At




ผิด
没有





Look At
ถูก
好吵


Look At


ไม่ใช่
听不到




Look At
เขา
按了



Look At


เข่า
不显示





Look At
เข้า
哪一个


Look At


เขลา





Look At
เศร้า
不玩了



Look At


เสา
接电话



Look At


เสาร์
又错了




Look At
อาน
错了




Look At
อ่าน
OK





Look At
ผ่าน
NOO~



Look At


ยกเลิก
一样的





Look At
ไม่ถูก
没有变



Look At


ก่อง
不要吵



Look At


กล่อง
假的
Look At




กล้อง





Look At
ต้อง
。。。




Look At
ล่อง
. . .



Look At


ส่อง
省略号


Look At


ขยะ
句号





Look At
ตบะ
一分钟

Look At




ระยะ
等我下





Look At

Czech (CS) Step 2:

"MŮŽU":CO, OK, TEDA, DOLE, VPRAVO, ZMÁČKNI, NAHOŘE, NIC, MŮŽU, PRÁZDNÉ, NE, VLEVO, ANO, POČKEJ
"NE":VPRAVO, OK, CO, DOLE, PRÁZDNÉ, NAHOŘE, ANO, VLEVO, POČKEJ, MŮŽU, NIC, TEDA, ZMÁČKNI, NE
"PRÁZDNÉ":NIC, VLEVO, POČKEJ, NE, TEDA, MŮŽU, NAHOŘE, CO, ANO, VPRAVO, ZMÁČKNI, OK, PRÁZDNÉ, DOLE
"NIC":POČKEJ, NAHOŘE, OK, DOLE, NIC, ZMÁČKNI, MŮŽU, ANO, PRÁZDNÉ, TEDA, VPRAVO, VLEVO, CO, NE
"ANO":VLEVO, NAHOŘE, OK, DOLE, CO, NIC, PRÁZDNÉ, ZMÁČKNI, VPRAVO, TEDA, POČKEJ, NE, ANO, MŮŽU
"CO":OK, NAHOŘE, VLEVO, DOLE, NE, TEDA, ZMÁČKNI, MŮŽU, ANO, CO, VPRAVO, NIC, PRÁZDNÉ, POČKEJ
"TEDA":VLEVO, TEDA, VPRAVO, ANO, MŮŽU, NIC, DOLE, PRÁZDNÉ, OK, NE, POČKEJ, CO, ZMÁČKNI, NAHOŘE
"VLEVO":MŮŽU, ANO, VPRAVO, TEDA, OK, CO, NAHOŘE, PRÁZDNÉ, ZMÁČKNI, NIC, VLEVO, DOLE, POČKEJ, NE
"VPRAVO":NAHOŘE, VPRAVO, NE, PRÁZDNÉ, DOLE, CO, NIC, TEDA, VLEVO, POČKEJ, ZMÁČKNI, MŮŽU, OK, ANO
"NAHOŘE":CO, ANO, MŮŽU, ZMÁČKNI, PRÁZDNÉ, POČKEJ, TEDA, NAHOŘE, DOLE, VPRAVO, VLEVO, NIC, OK, NE
"DOLE":NIC, MŮŽU, OK, TEDA, ANO, ZMÁČKNI, PRÁZDNÉ, POČKEJ, VPRAVO, DOLE, NAHOŘE, NE, VLEVO, CO
"OK":DOLE, PRÁZDNÉ, NE, CO, VLEVO, ANO, POČKEJ, OK, VPRAVO, MŮŽU, NIC, ZMÁČKNI, TEDA, NAHOŘE
"POČKEJ":VLEVO, PRÁZDNÉ, NIC, OK, CO, VPRAVO, NE, ZMÁČKNI, TEDA, POČKEJ, ANO, MŮŽU, NAHOŘE, DOLE
"ZMÁČKNI":NAHOŘE, DOLE, CO, MŮŽU, ZMÁČKNI, OK, ANO, VLEVO, NIC, VPRAVO, NE, TEDA, PRÁZDNÉ, POČKEJ
"BYLI":JASNĚ, BYLY, BÍLÍ, BÍLÝ, DÁL, NO?, O NĚM, DRŽ, CO?, BYLI, NO, JAKO, HOTOVO, ONĚM
"BYLY":BÍLÍ, DÁL, JAKO, NO?, CO?, HOTOVO, NO, DRŽ, BYLI, ONĚM, BÍLÝ, JASNĚ, O NĚM, BYLY
"BÍLÍ":NO, BYLY, NO?, BÍLÍ, DÁL, O NĚM, JASNĚ, ONĚM, BÍLÝ, BYLI, CO?, DRŽ, JAKO, HOTOVO
"BÍLÝ":BYLI, BÍLÝ, O NĚM, DÁL, NO, BYLY, ONĚM, BÍLÍ, CO?, NO?, JASNĚ, HOTOVO, JAKO, DRŽ
"O NĚM":HOTOVO, ONĚM, O NĚM, NO?, CO?, JASNĚ, BÍLÍ, DRŽ, BÍLÝ, JAKO, DÁL, NO, BYLY, BYLI
"ONĚM":NO?, JASNĚ, DÁL, CO?, BÍLÝ, O NĚM, NO, HOTOVO, ONĚM, BYLI, JAKO, DRŽ, BYLY, BÍLÍ
"NO?":NO?, BÍLÍ, BYLY, BYLI, HOTOVO, DRŽ, NO, DÁL, JASNĚ, JAKO, BÍLÝ, O NĚM, ONĚM, CO?
"NO":O NĚM, ONĚM, BYLY, BÍLÝ, DÁL, NO, HOTOVO, BYLI, NO?, JAKO, BÍLÍ, JASNĚ, DRŽ, CO?
"CO?":BYLI, DRŽ, BÍLÝ, BÍLÍ, ONĚM, HOTOVO, NO, JAKO, BYLY, NO?, O NĚM, DÁL, CO?, JASNĚ
"HOTOVO":JASNĚ, NO?, DÁL, CO?, BÍLÍ, O NĚM, BÍLÝ, DRŽ, JAKO, BYLI, ONĚM, BYLY, NO, HOTOVO
"DÁL":CO?, NO?, NO, BÍLÍ, DRŽ, JASNĚ, DÁL, JAKO, HOTOVO, BYLY, O NĚM, BÍLÝ, ONĚM, BYLI
"DRŽ":BYLY, ONĚM, HOTOVO, NO, BYLI, O NĚM, JASNĚ, CO?, BÍLÝ, DÁL, DRŽ, NO?, BÍLÍ, JAKO
"JASNĚ":BYLY, HOTOVO, JAKO, BÍLÝ, BYLI, DRŽ, NO?, O NĚM, JASNĚ, ONĚM, CO?, DÁL, BÍLÍ, NO
"JAKO":BÍLÝ, DÁL, ONĚM, O NĚM, DRŽ, HOTOVO, NO, CO?, NO?, BYLI, JAKO, JASNĚ, BYLY, BÍLÍ

Danish (DA) Step 2:

"VENSTRE":HVAD, NEJ, HVAD?, JA, VENT, C, OKAY, TRYK, VENSTRE, MIDTEN, HØJRE, NÆSTE, FÆRDIG, ØJEBLIK
"HØJRE":VENT, NEJ, HVAD, JA, MIDTEN, OKAY, FÆRDIG, NÆSTE, ØJEBLIK, VENSTRE, TRYK, HVAD?, C, HØJRE
"MIDTEN":TRYK, NÆSTE, ØJEBLIK, HØJRE, HVAD?, VENSTRE, OKAY, HVAD, FÆRDIG, VENT, C, NEJ, MIDTEN, JA
"TRYK":ØJEBLIK, OKAY, NEJ, JA, TRYK, C, VENSTRE, FÆRDIG, MIDTEN, HVAD?, VENT, NÆSTE, HVAD, HØJRE
"FÆRDIG":NÆSTE, OKAY, NEJ, JA, HVAD, TRYK, MIDTEN, C, VENT, HVAD?, ØJEBLIK, HØJRE, FÆRDIG, VENSTRE
"HVAD":NEJ, OKAY, NÆSTE, JA, HØJRE, HVAD?, C, VENSTRE, FÆRDIG, HVAD, VENT, TRYK, MIDTEN, ØJEBLIK
"HVAD?":NÆSTE, HVAD?, VENT, FÆRDIG, VENSTRE, TRYK, JA, MIDTEN, NEJ, HØJRE, ØJEBLIK, HVAD, C, OKAY
"NÆSTE":VENSTRE, FÆRDIG, VENT, HVAD?, NEJ, HVAD, OKAY, MIDTEN, C, TRYK, NÆSTE, JA, ØJEBLIK, HØJRE
"VENT":OKAY, VENT, HØJRE, MIDTEN, JA, HVAD, TRYK, HVAD?, NÆSTE, ØJEBLIK, C, VENSTRE, NEJ, FÆRDIG
"OKAY":HVAD, FÆRDIG, VENSTRE, C, MIDTEN, ØJEBLIK, HVAD?, OKAY, JA, VENT, NÆSTE, TRYK, NEJ, HØJRE
"JA":TRYK, VENSTRE, NEJ, HVAD?, FÆRDIG, C, MIDTEN, ØJEBLIK, VENT, JA, OKAY, HØJRE, NÆSTE, HVAD
"NEJ":JA, MIDTEN, HØJRE, HVAD, NÆSTE, FÆRDIG, ØJEBLIK, NEJ, VENT, VENSTRE, TRYK, C, HVAD?, OKAY
"ØJEBLIK":NÆSTE, MIDTEN, TRYK, NEJ, HVAD, VENT, HØJRE, C, HVAD?, ØJEBLIK, FÆRDIG, VENSTRE, OKAY, JA
"C":OKAY, JA, HVAD, VENSTRE, C, NEJ, FÆRDIG, NÆSTE, TRYK, VENT, HØJRE, HVAD?, MIDTEN, ØJEBLIK
"SE":NÅRH, TRYG, VÆR, VÆRD, NÅR, ØH, VEJR, NÅH, IGEN, SE, ØHHH, NÅ, GENTAG, HVER
"TRYG":VÆR, NÅR, NÅ, ØH, IGEN, GENTAG, ØHHH, NÅH, SE, HVER, VÆRD, NÅRH, VEJR, TRYG
"VÆR":ØHHH, TRYG, ØH, VÆR, NÅR, VEJR, NÅRH, HVER, VÆRD, SE, IGEN, NÅH, NÅ, GENTAG
"VÆRD":SE, VÆRD, VEJR, NÅR, ØHHH, TRYG, HVER, VÆR, IGEN, ØH, NÅRH, GENTAG, NÅ, NÅH
"VEJR":GENTAG, HVER, VEJR, ØH, IGEN, NÅRH, VÆR, NÅH, VÆRD, NÅ, NÅR, ØHHH, TRYG, SE
"HVER":ØH, NÅRH, NÅR, IGEN, VÆRD, VEJR, ØHHH, GENTAG, HVER, SE, NÅ, NÅH, TRYG, VÆR
"ØH":ØH, VÆR, TRYG, SE, GENTAG, NÅH, ØHHH, NÅR, NÅRH, NÅ, VÆRD, VEJR, HVER, IGEN
"ØHHH":VEJR, HVER, TRYG, VÆRD, NÅR, ØHHH, GENTAG, SE, ØH, NÅ, VÆR, NÅRH, NÅH, IGEN
"IGEN":SE, NÅH, VÆRD, VÆR, HVER, GENTAG, ØHHH, NÅ, TRYG, ØH, VEJR, NÅR, IGEN, NÅRH
"GENTAG":NÅRH, ØH, NÅR, IGEN, VÆR, VEJR, VÆRD, NÅH, NÅ, SE, HVER, TRYG, ØHHH, GENTAG
"NÅR":IGEN, ØH, ØHHH, VÆR, NÅH, NÅRH, NÅR, NÅ, GENTAG, TRYG, VEJR, VÆRD, HVER, SE
"NÅH":TRYG, HVER, GENTAG, ØHHH, SE, VEJR, NÅRH, IGEN, VÆRD, NÅR, NÅH, ØH, VÆR, NÅ
"NÅRH":TRYG, GENTAG, NÅ, VÆRD, SE, NÅH, ØH, VEJR, NÅRH, HVER, IGEN, NÅR, VÆR, ØHHH
"NÅ":VÆRD, NÅR, HVER, VEJR, NÅH, GENTAG, ØHHH, IGEN, ØH, SE, NÅ, NÅRH, TRYG, VÆR

German (DE) Step 2:

"OKAY":NEIN, NICHTS,   , COUP, OBEN, NOCHMAL, Q, KUH, OKAY, FERTIG, JA, DA STEHT, DRÜCK, LEER
"JA":OBEN, NICHTS, NEIN, COUP, FERTIG, Q, DRÜCK, DA STEHT, LEER, OKAY, KUH,   , NOCHMAL, JA
"FERTIG":KUH, DA STEHT, LEER, JA,   , OKAY, Q, NEIN, DRÜCK, OBEN, NOCHMAL, NICHTS, FERTIG, COUP
"KUH":LEER, Q, NICHTS, COUP, KUH, NOCHMAL, OKAY, DRÜCK, FERTIG,   , OBEN, DA STEHT, NEIN, JA
"DRÜCK":DA STEHT, Q, NICHTS, COUP, NEIN, KUH, FERTIG, NOCHMAL, OBEN,   , LEER, JA, DRÜCK, OKAY
"NEIN":NICHTS, Q, DA STEHT, COUP, JA,   , NOCHMAL, OKAY, DRÜCK, NEIN, OBEN, KUH, FERTIG, LEER
"  ":DA STEHT,   , OBEN, DRÜCK, OKAY, KUH, COUP, FERTIG, NICHTS, JA, LEER, NEIN, NOCHMAL, Q
"DA STEHT":OKAY, DRÜCK, OBEN,   , NICHTS, NEIN, Q, FERTIG, NOCHMAL, KUH, DA STEHT, COUP, LEER, JA
"OBEN":Q, OBEN, JA, FERTIG, COUP, NEIN, KUH,   , DA STEHT, LEER, NOCHMAL, OKAY, NICHTS, DRÜCK
"Q":NEIN, DRÜCK, OKAY, NOCHMAL, FERTIG, LEER,   , Q, COUP, OBEN, DA STEHT, KUH, NICHTS, JA
"COUP":KUH, OKAY, NICHTS,   , DRÜCK, NOCHMAL, FERTIG, LEER, OBEN, COUP, Q, JA, DA STEHT, NEIN
"NICHTS":COUP, FERTIG, JA, NEIN, DA STEHT, DRÜCK, LEER, NICHTS, OBEN, OKAY, KUH, NOCHMAL,   , Q
"LEER":DA STEHT, FERTIG, KUH, NICHTS, NEIN, OBEN, JA, NOCHMAL,   , LEER, DRÜCK, OKAY, Q, COUP
"NOCHMAL":Q, COUP, NEIN, OKAY, NOCHMAL, NICHTS, DRÜCK, DA STEHT, KUH, OBEN, JA,   , FERTIG, LEER
"SOHN":SO'N, ZÄH, ZEHN, CN, MOMENT, SO EIN, CEE, 10, OH GOTT, SOHN, C, ZEHEN, WARTE, ZEH
"ZÄH":ZEHN, MOMENT, ZEHEN, SO EIN, OH GOTT, WARTE, C, 10, SOHN, ZEH, CN, SO'N, CEE, ZÄH
"ZEHN":C, ZÄH, SO EIN, ZEHN, MOMENT, CEE, SO'N, ZEH, CN, SOHN, OH GOTT, 10, ZEHEN, WARTE
"CN":SOHN, CN, CEE, MOMENT, C, ZÄH, ZEH, ZEHN, OH GOTT, SO EIN, SO'N, WARTE, ZEHEN, 10
"CEE":WARTE, ZEH, CEE, SO EIN, OH GOTT, SO'N, ZEHN, 10, CN, ZEHEN, MOMENT, C, ZÄH, SOHN
"ZEH":SO EIN, SO'N, MOMENT, OH GOTT, CN, CEE, C, WARTE, ZEH, SOHN, ZEHEN, 10, ZÄH, ZEHN
"SO EIN":SO EIN, ZEHN, ZÄH, SOHN, WARTE, 10, C, MOMENT, SO'N, ZEHEN, CN, CEE, ZEH, OH GOTT
"C":CEE, ZEH, ZÄH, CN, MOMENT, C, WARTE, SOHN, SO EIN, ZEHEN, ZEHN, SO'N, 10, OH GOTT
"OH GOTT":SOHN, 10, CN, ZEHN, ZEH, WARTE, C, ZEHEN, ZÄH, SO EIN, CEE, MOMENT, OH GOTT, SO'N
"WARTE":SO'N, SO EIN, MOMENT, OH GOTT, ZEHN, CEE, CN, 10, ZEHEN, SOHN, ZEH, ZÄH, C, WARTE
"MOMENT":OH GOTT, SO EIN, C, ZEHN, 10, SO'N, MOMENT, ZEHEN, WARTE, ZÄH, CEE, CN, ZEH, SOHN
"10":ZÄH, ZEH, WARTE, C, SOHN, CEE, SO'N, OH GOTT, CN, MOMENT, 10, SO EIN, ZEHN, ZEHEN
"SO'N":ZÄH, WARTE, ZEHEN, CN, SOHN, 10, SO EIN, CEE, SO'N, ZEH, OH GOTT, MOMENT, ZEHN, C
"ZEHEN":CN, MOMENT, ZEH, CEE, 10, WARTE, C, OH GOTT, SO EIN, SOHN, ZEHEN, SO'N, ZÄH, ZEHN

English (EN) Step 2:

"READY": YES, OKAY, WHAT, MIDDLE, LEFT, PRESS, RIGHT, BLANK, READY, NO, FIRST, UHHH, NOTHING, WAIT
"FIRST": LEFT, OKAY, YES, MIDDLE, NO, RIGHT, NOTHING, UHHH, WAIT, READY, BLANK, WHAT, PRESS, FIRST
"NO": BLANK, UHHH, WAIT, FIRST, WHAT, READY, RIGHT, YES, NOTHING, LEFT, PRESS, OKAY, NO, MIDDLE
"BLANK": WAIT, RIGHT, OKAY, MIDDLE, BLANK, PRESS, READY, NOTHING, NO, WHAT, LEFT, UHHH, YES, FIRST
"NOTHING": UHHH, RIGHT, OKAY, MIDDLE, YES, BLANK, NO, PRESS, LEFT, WHAT, WAIT, FIRST, NOTHING, READY
"YES": OKAY, RIGHT, UHHH, MIDDLE, FIRST, WHAT, PRESS, READY, NOTHING, YES, LEFT, BLANK, NO, WAIT
"WHAT": UHHH, WHAT, LEFT, NOTHING, READY, BLANK, MIDDLE, NO, OKAY, FIRST, WAIT, YES, PRESS, RIGHT
"UHHH": READY, NOTHING, LEFT, WHAT, OKAY, YES, RIGHT, NO, PRESS, BLANK, UHHH, MIDDLE, WAIT, FIRST
"LEFT": RIGHT, LEFT, FIRST, NO, MIDDLE, YES, BLANK, WHAT, UHHH, WAIT, PRESS, READY, OKAY, NOTHING
"RIGHT": YES, NOTHING, READY, PRESS, NO, WAIT, WHAT, RIGHT, MIDDLE, LEFT, UHHH, BLANK, OKAY, FIRST
"MIDDLE": BLANK, READY, OKAY, WHAT, NOTHING, PRESS, NO, WAIT, LEFT, MIDDLE, RIGHT, FIRST, UHHH, YES
"OKAY": MIDDLE, NO, FIRST, YES, UHHH, NOTHING, WAIT, OKAY, LEFT, READY, BLANK, PRESS, WHAT, RIGHT
"WAIT": UHHH, NO, BLANK, OKAY, YES, LEFT, FIRST, PRESS, WHAT, WAIT, NOTHING, READY, RIGHT, MIDDLE
"PRESS": RIGHT, MIDDLE, YES, READY, PRESS, OKAY, NOTHING, UHHH, BLANK, LEFT, FIRST, WHAT, NO, WAIT
"YOU": SURE, YOU ARE, YOUR, YOU'RE, NEXT, UH HUH, UR, HOLD, WHAT?, YOU, UH UH, LIKE, DONE, U
"YOU ARE": YOUR, NEXT, LIKE, UH HUH, WHAT?, DONE, UH UH, HOLD, YOU, U, YOU'RE, SURE, UR, YOU ARE
"YOUR": UH UH, YOU ARE, UH HUH, YOUR, NEXT, UR, SURE, U, YOU'RE, YOU, WHAT?, HOLD, LIKE, DONE
"YOU'RE": YOU, YOU'RE, UR, NEXT, UH UH, YOU ARE, U, YOUR, WHAT?, UH HUH, SURE, DONE, LIKE, HOLD
"UR": DONE, U, UR, UH HUH, WHAT?, SURE, YOUR, HOLD, YOU'RE, LIKE, NEXT, UH UH, YOU ARE, YOU
"U": UH HUH, SURE, NEXT, WHAT?, YOU'RE, UR, UH UH, DONE, U, YOU, LIKE, HOLD, YOU ARE, YOUR
"UH HUH": UH HUH, YOUR, YOU ARE, YOU, DONE, HOLD, UH UH, NEXT, SURE, LIKE, YOU'RE, UR, U, WHAT?
"UH UH": UR, U, YOU ARE, YOU'RE, NEXT, UH UH, DONE, YOU, UH HUH, LIKE, YOUR, SURE, HOLD, WHAT?
"WHAT?": YOU, HOLD, YOU'RE, YOUR, U, DONE, UH UH, LIKE, YOU ARE, UH HUH, UR, NEXT, WHAT?, SURE
"DONE": SURE, UH HUH, NEXT, WHAT?, YOUR, UR, YOU'RE, HOLD, LIKE, YOU, U, YOU ARE, UH UH, DONE
"NEXT": WHAT?, UH HUH, UH UH, YOUR, HOLD, SURE, NEXT, LIKE, DONE, YOU ARE, UR, YOU'RE, U, YOU
"HOLD": YOU ARE, U, DONE, UH UH, YOU, UR, SURE, WHAT?, YOU'RE, NEXT, HOLD, UH HUH, YOUR, LIKE
"SURE": YOU ARE, DONE, LIKE, YOU'RE, YOU, HOLD, UH HUH, UR, SURE, U, WHAT?, NEXT, YOUR, UH UH
"LIKE": YOU'RE, NEXT, U, UR, HOLD, DONE, UH UH, WHAT?, UH HUH, YOU, LIKE, SURE, YOU ARE, YOUR

Esperanto (EO) Step 2:

"PRETA":JES, ATENDU, KIO, EN ORDO, DEKSTRA, NENIU, MEZA, NENIO, PRETA, NE, UNUA, EEE, NENION, PUŜU
"UNUA":DEKSTRA, ATENDU, JES, EN ORDO, NE, MEZA, NENION, EEE, PUŜU, PRETA, NENIO, KIO, NENIU, UNUA
"NE":NENIO, EEE, PUŜU, UNUA, KIO, PRETA, MEZA, JES, NENION, DEKSTRA, NENIU, ATENDU, NE, EN ORDO
"NENIO":PUŜU, MEZA, ATENDU, EN ORDO, NENIO, NENIU, PRETA, NENION, NE, KIO, DEKSTRA, EEE, JES, UNUA
"NENION":EEE, MEZA, ATENDU, EN ORDO, JES, NENIO, NE, NENIU, DEKSTRA, KIO, PUŜU, UNUA, NENION, PRETA
"JES":ATENDU, MEZA, EEE, EN ORDO, UNUA, KIO, NENIU, PRETA, NENION, JES, DEKSTRA, NENIO, NE, PUŜU
"KIO":EEE, KIO, DEKSTRA, NENION, PRETA, NENIO, EN ORDO, NE, ATENDU, UNUA, PUŜU, JES, NENIU, MEZA
"EEE":PRETA, NENION, DEKSTRA, KIO, ATENDU, JES, MEZA, NE, NENIU, NENIO, EEE, EN ORDO, PUŜU, UNUA
"DEKSTRA":MEZA, DEKSTRA, UNUA, NE, EN ORDO, JES, NENIO, KIO, EEE, PUŜU, NENIU, PRETA, ATENDU, NENION
"MEZA":JES, NENION, PRETA, NENIU, NE, PUŜU, KIO, MEZA, EN ORDO, DEKSTRA, EEE, NENIO, ATENDU, UNUA
"EN ORDO":NENIO, PRETA, ATENDU, KIO, NENION, NENIU, NE, PUŜU, DEKSTRA, EN ORDO, MEZA, UNUA, EEE, JES
"ATENDU":EN ORDO, NE, UNUA, JES, EEE, NENION, PUŜU, ATENDU, DEKSTRA, PRETA, NENIO, NENIU, KIO, MEZA
"PUŜU":EEE, NE, NENIO, ATENDU, JES, DEKSTRA, UNUA, NENIU, KIO, PUŜU, NENION, PRETA, MEZA, EN ORDO
"NENIU":MEZA, EN ORDO, JES, PRETA, NENIU, ATENDU, NENION, EEE, NENIO, DEKSTRA, UNUA, KIO, NE, PUŜU
"NENIAN":SEKVA, NENIAM, ĜUSTE, D, KIO?, DO DO, DD, FINITA, DUFOJE, NENIAN, DU, ATENTU, PRAVE, DO
"NENIAM":ĜUSTE, KIO?, ATENTU, DO DO, DUFOJE, PRAVE, DU, FINITA, NENIAN, DO, D, SEKVA, DD, NENIAM
"ĜUSTE":DU, NENIAM, DO DO, ĜUSTE, KIO?, DD, SEKVA, DO, D, NENIAN, DUFOJE, FINITA, ATENTU, PRAVE
"D":NENIAN, D, DD, KIO?, DU, NENIAM, DO, ĜUSTE, DUFOJE, DO DO, SEKVA, PRAVE, ATENTU, FINITA
"DD":PRAVE, DO, DD, DO DO, DUFOJE, SEKVA, ĜUSTE, FINITA, D, ATENTU, KIO?, DU, NENIAM, NENIAN
"DO":DO DO, SEKVA, KIO?, DUFOJE, D, DD, DU, PRAVE, DO, NENIAN, ATENTU, FINITA, NENIAM, ĜUSTE
"DO DO":DO DO, ĜUSTE, NENIAM, NENIAN, PRAVE, FINITA, DU, KIO?, SEKVA, ATENTU, D, DD, DO, DUFOJE
"DU":DD, DO, NENIAM, D, KIO?, DU, PRAVE, NENIAN, DO DO, ATENTU, ĜUSTE, SEKVA, FINITA, DUFOJE
"DUFOJE":NENIAN, FINITA, D, ĜUSTE, DO, PRAVE, DU, ATENTU, NENIAM, DO DO, DD, KIO?, DUFOJE, SEKVA
"PRAVE":SEKVA, DO DO, KIO?, DUFOJE, ĜUSTE, DD, D, FINITA, ATENTU, NENIAN, DO, NENIAM, DU, PRAVE
"KIO?":DUFOJE, DO DO, DU, ĜUSTE, FINITA, SEKVA, KIO?, ATENTU, PRAVE, NENIAM, DD, D, DO, NENIAN
"FINITA":NENIAM, DO, PRAVE, DU, NENIAN, DD, SEKVA, DUFOJE, D, KIO?, FINITA, DO DO, ĜUSTE, ATENTU
"SEKVA":NENIAM, PRAVE, ATENTU, D, NENIAN, FINITA, DO DO, DD, SEKVA, DO, DUFOJE, KIO?, ĜUSTE, DU
"ATENTU":D, KIO?, DO, DD, FINITA, PRAVE, DU, DUFOJE, DO DO, NENIAN, ATENTU, SEKVA, NENIAM, ĜUSTE

Spanish (ES) Step 2:

"ESPERA":LISTO, VA, ¿ÉSTA?, VALE, NO ESTÁ, ¿ÉSA?, OKAY, OTRO, ESPERA, NO, ¿QUÉ?, ESTA, ¿CÓMO?, NO ÉS
"¿QUÉ?":NO ESTÁ, VA, LISTO, VALE, NO, OKAY, ¿CÓMO?, ESTA, NO ÉS, ESPERA, OTRO, ¿ÉSTA?, ¿ÉSA?, ¿QUÉ?
"NO":OTRO, ESTA, NO ÉS, ¿QUÉ?, ¿ÉSTA?, ESPERA, OKAY, LISTO, ¿CÓMO?, NO ESTÁ, ¿ÉSA?, VA, NO, VALE
"OTRO":NO ÉS, OKAY, VA, VALE, OTRO, ¿ÉSA?, ESPERA, ¿CÓMO?, NO, ¿ÉSTA?, NO ESTÁ, ESTA, LISTO, ¿QUÉ?
"¿CÓMO?":ESTA, OKAY, VA, VALE, LISTO, OTRO, NO, ¿ÉSA?, NO ESTÁ, ¿ÉSTA?, NO ÉS, ¿QUÉ?, ¿CÓMO?, ESPERA
"LISTO":VA, OKAY, ESTA, VALE, ¿QUÉ?, ¿ÉSTA?, ¿ÉSA?, ESPERA, ¿CÓMO?, LISTO, NO ESTÁ, OTRO, NO, NO ÉS
"¿ÉSTA?":ESTA, ¿ÉSTA?, NO ESTÁ, ¿CÓMO?, ESPERA, OTRO, VALE, NO, VA, ¿QUÉ?, NO ÉS, LISTO, ¿ÉSA?, OKAY
"ESTA":ESPERA, ¿CÓMO?, NO ESTÁ, ¿ÉSTA?, VA, LISTO, OKAY, NO, ¿ÉSA?, OTRO, ESTA, VALE, NO ÉS, ¿QUÉ?
"NO ESTÁ":OKAY, NO ESTÁ, ¿QUÉ?, NO, VALE, LISTO, OTRO, ¿ÉSTA?, ESTA, NO ÉS, ¿ÉSA?, ESPERA, VA, ¿CÓMO?
"OKAY":LISTO, ¿CÓMO?, ESPERA, ¿ÉSA?, NO, NO ÉS, ¿ÉSTA?, OKAY, VALE, NO ESTÁ, ESTA, OTRO, VA, ¿QUÉ?
"VALE":OTRO, ESPERA, VA, ¿ÉSTA?, ¿CÓMO?, ¿ÉSA?, NO, NO ÉS, NO ESTÁ, VALE, OKAY, ¿QUÉ?, ESTA, LISTO
"VA":VALE, NO, ¿QUÉ?, LISTO, ESTA, ¿CÓMO?, NO ÉS, VA, NO ESTÁ, ESPERA, OTRO, ¿ÉSA?, ¿ÉSTA?, OKAY
"NO ÉS":ESTA, NO, OTRO, VA, LISTO, NO ESTÁ, ¿QUÉ?, ¿ÉSA?, ¿ÉSTA?, NO ÉS, ¿CÓMO?, ESPERA, OKAY, VALE
"¿ÉSA?":OKAY, VALE, LISTO, ESPERA, ¿ÉSA?, VA, ¿CÓMO?, ESTA, OTRO, NO ESTÁ, ¿QUÉ?, ¿ÉSTA?, NO, NO ÉS
"OK":DALE, ¿DÓNDE?, BUENO, ÉSTA, BIEN, RÁPIDO, ESTÁ, YA ESTÁ, SI, OK, ¿CUÁL?, ¿SEGURO?, OTRA, NO SÉ
"¿DÓNDE?":BUENO, BIEN, ¿SEGURO?, RÁPIDO, SI, OTRA, ¿CUÁL?, YA ESTÁ, OK, NO SÉ, ÉSTA, DALE, ESTÁ, ¿DÓNDE?
"BUENO":¿CUÁL?, ¿DÓNDE?, RÁPIDO, BUENO, BIEN, ESTÁ, DALE, NO SÉ, ÉSTA, OK, SI, YA ESTÁ, ¿SEGURO?, OTRA
"ÉSTA":OK, ÉSTA, ESTÁ, BIEN, ¿CUÁL?, ¿DÓNDE?, NO SÉ, BUENO, SI, RÁPIDO, DALE, OTRA, ¿SEGURO?, YA ESTÁ
"ESTÁ":OTRA, NO SÉ, ESTÁ, RÁPIDO, SI, DALE, BUENO, YA ESTÁ, ÉSTA, ¿SEGURO?, BIEN, ¿CUÁL?, ¿DÓNDE?, OK
"NO SÉ":RÁPIDO, DALE, BIEN, SI, ÉSTA, ESTÁ, ¿CUÁL?, OTRA, NO SÉ, OK, ¿SEGURO?, YA ESTÁ, ¿DÓNDE?, BUENO
"RÁPIDO":RÁPIDO, BUENO, ¿DÓNDE?, OK, OTRA, YA ESTÁ, ¿CUÁL?, BIEN, DALE, ¿SEGURO?, ÉSTA, ESTÁ, NO SÉ, SI
"¿CUÁL?":ESTÁ, NO SÉ, ¿DÓNDE?, ÉSTA, BIEN, ¿CUÁL?, OTRA, OK, RÁPIDO, ¿SEGURO?, BUENO, DALE, YA ESTÁ, SI
"SI":OK, YA ESTÁ, ÉSTA, BUENO, NO SÉ, OTRA, ¿CUÁL?, ¿SEGURO?, ¿DÓNDE?, RÁPIDO, ESTÁ, BIEN, SI, DALE
"OTRA":DALE, RÁPIDO, BIEN, SI, BUENO, ESTÁ, ÉSTA, YA ESTÁ, ¿SEGURO?, OK, NO SÉ, ¿DÓNDE?, ¿CUÁL?, OTRA
"BIEN":SI, RÁPIDO, ¿CUÁL?, BUENO, YA ESTÁ, DALE, BIEN, ¿SEGURO?, OTRA, ¿DÓNDE?, ESTÁ, ÉSTA, NO SÉ, OK
"YA ESTÁ":¿DÓNDE?, NO SÉ, OTRA, ¿CUÁL?, OK, ESTÁ, DALE, SI, ÉSTA, BIEN, YA ESTÁ, RÁPIDO, BUENO, ¿SEGURO?
"DALE":¿DÓNDE?, OTRA, ¿SEGURO?, ÉSTA, OK, YA ESTÁ, RÁPIDO, ESTÁ, DALE, NO SÉ, SI, BIEN, BUENO, ¿CUÁL?
"¿SEGURO?":ÉSTA, BIEN, NO SÉ, ESTÁ, YA ESTÁ, OTRA, ¿CUÁL?, SI, RÁPIDO, OK, ¿SEGURO?, DALE, ¿DÓNDE?, BUENO

Estonian (ET) Step 2:

"VALMIS":JAH, OKEI, MIDA, KESKEL, VASAK, VAJUTA, PAREM, TÜHI, VALMIS, EI, ESIMENE, AHHH, MIDAGI, OOTA
"ESIMENE":VASAK, OKEI, JAH, KESKEL, EI, PAREM, MIDAGI, AHHH, OOTA, VALMIS, TÜHI, MIDA, VAJUTA, ESIMENE
"EI":TÜHI, AHHH, OOTA, ESIMENE, MIDA, VALMIS, PAREM, JAH, MIDAGI, VASAK, VAJUTA, OKEI, EI, KESKEL
"TÜHI":OOTA, PAREM, OKEI, KESKEL, TÜHI, VAJUTA, VALMIS, MIDAGI, EI, MIDA, VASAK, AHHH, JAH, ESIMENE
"MIDAGI":AHHH, PAREM, OKEI, KESKEL, JAH, TÜHI, EI, VAJUTA, VASAK, MIDA, OOTA, ESIMENE, MIDAGI, VALMIS
"JAH":OKEI, PAREM, AHHH, KESKEL, ESIMENE, MIDA, VAJUTA, VALMIS, MIDAGI, JAH, VASAK, TÜHI, EI, OOTA
"MIDA":AHHH, MIDA, VASAK, MIDAGI, VALMIS, TÜHI, KESKEL, EI, OKEI, ESIMENE, OOTA, JAH, VAJUTA, PAREM
"AHHH":VALMIS, MIDAGI, VASAK, MIDA, OKEI, JAH, PAREM, EI, VAJUTA, TÜHI, AHHH, KESKEL, OOTA, ESIMENE
"VASAK":PAREM, VASAK, ESIMENE, EI, KESKEL, JAH, TÜHI, MIDA, AHHH, OOTA, VAJUTA, VALMIS, OKEI, MIDAGI
"PAREM":JAH, MIDAGI, VALMIS, VAJUTA, EI, OOTA, MIDA, PAREM, KESKEL, VASAK, AHHH, TÜHI, OKEI, ESIMENE
"KESKEL":TÜHI, VALMIS, OKEI, MIDA, MIDAGI, VAJUTA, EI, OOTA, VASAK, KESKEL, PAREM, ESIMENE, AHHH, JAH
"OKEI":KESKEL, EI, ESIMENE, JAH, AHHH, MIDAGI, OOTA, OKEI, VASAK, VALMIS, TÜHI, VAJUTA, MIDA, PAREM
"OOTA":AHHH, EI, TÜHI, OKEI, JAH, VASAK, ESIMENE, VAJUTA, MIDA, OOTA, MIDAGI, VALMIS, PAREM, KESKEL
"VAJUTA":PAREM, KESKEL, JAH, VALMIS, VAJUTA, OKEI, MIDAGI, AHHH, TÜHI, VASAK, ESIMENE, MIDA, EI, OOTA
"SA":OK, SINA, SINU, SU, EDASI, AH HAH, SUU, OOT, MIDA?, SA, AH AH, NAGU, OLEMAS, U
"SINA":SINU, EDASI, NAGU, AH HAH, MIDA?, OLEMAS, AH AH, OOT, SA, U, SU, OK, SUU, SINA
"SINU":AH AH, SINA, AH HAH, SINU, EDASI, SUU, OK, U, SU, SA, MIDA?, OOT, NAGU, OLEMAS
"SU":SA, SU, SUU, EDASI, AH AH, SINA, U, SINU, MIDA?, AH HAH, OK, OLEMAS, NAGU, OOT
"SUU":OLEMAS, U, SUU, AH HAH, MIDA?, OK, SINU, OOT, SU, NAGU, EDASI, AH AH, SINA, SA
"U":AH HAH, OK, EDASI, MIDA?, SU, SUU, AH AH, OLEMAS, U, SA, NAGU, OOT, SINA, SINU
"AH HAH":AH HAH, SINU, SINA, SA, OLEMAS, OOT, AH AH, EDASI, OK, NAGU, SU, SUU, U, MIDA?
"AH AH":SUU, U, SINA, SU, EDASI, AH AH, OLEMAS, SA, AH HAH, NAGU, SINU, OK, OOT, MIDA?
"MIDA?":SA, OOT, SU, SINU, U, OLEMAS, AH AH, NAGU, SINA, AH HAH, SUU, EDASI, MIDA?, OK
"OLEMAS":OK, AH HAH, EDASI, MIDA?, SINU, SUU, SU, OOT, NAGU, SA, U, SINA, AH AH, OLEMAS
"EDASI":MIDA?, AH HAH, AH AH, SINU, OOT, OK, EDASI, NAGU, OLEMAS, SINA, SUU, SU, U, SA
"OOT":SINA, U, OLEMAS, AH AH, SA, SUU, OK, MIDA?, SU, EDASI, OOT, AH HAH, SINU, NAGU
"OK":SINA, OLEMAS, NAGU, SU, SA, OOT, AH HAH, SUU, OK, U, MIDA?, EDASI, SINU, AH AH
"NAGU":SU, EDASI, U, SUU, OOT, OLEMAS, AH AH, MIDA?, AH HAH, SA, NAGU, OK, SINA, SINU

Finnish (FI) Step 2:

"T":VALMIS, Ö, OIKEIN, ÖÖH, ODOTA, MITÄ?, HETKI, SITTEN, T, TEHTY, TEE, VÄÄRIN, PAINA, MITÄ
"TEE":ODOTA, Ö, VALMIS, ÖÖH, TEHTY, HETKI, PAINA, VÄÄRIN, MITÄ, T, SITTEN, OIKEIN, MITÄ?, TEE
"TEHTY":SITTEN, VÄÄRIN, MITÄ, TEE, OIKEIN, T, HETKI, VALMIS, PAINA, ODOTA, MITÄ?, Ö, TEHTY, ÖÖH
"SITTEN":MITÄ, HETKI, Ö, ÖÖH, SITTEN, MITÄ?, T, PAINA, TEHTY, OIKEIN, ODOTA, VÄÄRIN, VALMIS, TEE
"PAINA":VÄÄRIN, HETKI, Ö, ÖÖH, VALMIS, SITTEN, TEHTY, MITÄ?, ODOTA, OIKEIN, MITÄ, TEE, PAINA, T
"VALMIS":Ö, HETKI, VÄÄRIN, ÖÖH, TEE, OIKEIN, MITÄ?, T, PAINA, VALMIS, ODOTA, SITTEN, TEHTY, MITÄ
"OIKEIN":VÄÄRIN, OIKEIN, ODOTA, PAINA, T, SITTEN, ÖÖH, TEHTY, Ö, TEE, MITÄ, VALMIS, MITÄ?, HETKI
"VÄÄRIN":T, PAINA, ODOTA, OIKEIN, Ö, VALMIS, HETKI, TEHTY, MITÄ?, SITTEN, VÄÄRIN, ÖÖH, MITÄ, TEE
"ODOTA":HETKI, ODOTA, TEE, TEHTY, ÖÖH, VALMIS, SITTEN, OIKEIN, VÄÄRIN, MITÄ, MITÄ?, T, Ö, PAINA
"HETKI":VALMIS, PAINA, T, MITÄ?, TEHTY, MITÄ, OIKEIN, HETKI, ÖÖH, ODOTA, VÄÄRIN, SITTEN, Ö, TEE
"ÖÖH":SITTEN, T, Ö, OIKEIN, PAINA, MITÄ?, TEHTY, MITÄ, ODOTA, ÖÖH, HETKI, TEE, VÄÄRIN, VALMIS
"Ö":ÖÖH, TEHTY, TEE, VALMIS, VÄÄRIN, PAINA, MITÄ, Ö, ODOTA, T, SITTEN, MITÄ?, OIKEIN, HETKI
"MITÄ":VÄÄRIN, TEHTY, SITTEN, Ö, VALMIS, ODOTA, TEE, MITÄ?, OIKEIN, MITÄ, PAINA, T, HETKI, ÖÖH
"MITÄ?":HETKI, ÖÖH, VALMIS, T, MITÄ?, Ö, PAINA, VÄÄRIN, SITTEN, ODOTA, TEE, OIKEIN, TEHTY, MITÄ
"MIKÄ":RUOAN, MIKÄ?, JUU, JEP, PIANO, LÖYTYY, KYLLÄ, PIENO, EI OLE, MIKÄ, EI, RUUAN, EI OO, ON
"MIKÄ?":JUU, PIANO, RUUAN, LÖYTYY, EI OLE, EI OO, EI, PIENO, MIKÄ, ON, JEP, RUOAN, KYLLÄ, MIKÄ?
"JUU":EI, MIKÄ?, LÖYTYY, JUU, PIANO, KYLLÄ, RUOAN, ON, JEP, MIKÄ, EI OLE, PIENO, RUUAN, EI OO
"JEP":MIKÄ, JEP, KYLLÄ, PIANO, EI, MIKÄ?, ON, JUU, EI OLE, LÖYTYY, RUOAN, EI OO, RUUAN, PIENO
"KYLLÄ":EI OO, ON, KYLLÄ, LÖYTYY, EI OLE, RUOAN, JUU, PIENO, JEP, RUUAN, PIANO, EI, MIKÄ?, MIKÄ
"ON":LÖYTYY, RUOAN, PIANO, EI OLE, JEP, KYLLÄ, EI, EI OO, ON, MIKÄ, RUUAN, PIENO, MIKÄ?, JUU
"LÖYTYY":LÖYTYY, JUU, MIKÄ?, MIKÄ, EI OO, PIENO, EI, PIANO, RUOAN, RUUAN, JEP, KYLLÄ, ON, EI OLE
"EI":KYLLÄ, ON, MIKÄ?, JEP, PIANO, EI, EI OO, MIKÄ, LÖYTYY, RUUAN, JUU, RUOAN, PIENO, EI OLE
"EI OLE":MIKÄ, PIENO, JEP, JUU, ON, EI OO, EI, RUUAN, MIKÄ?, LÖYTYY, KYLLÄ, PIANO, EI OLE, RUOAN
"EI OO":RUOAN, LÖYTYY, PIANO, EI OLE, JUU, KYLLÄ, JEP, PIENO, RUUAN, MIKÄ, ON, MIKÄ?, EI, EI OO
"PIANO":EI OLE, LÖYTYY, EI, JUU, PIENO, RUOAN, PIANO, RUUAN, EI OO, MIKÄ?, KYLLÄ, JEP, ON, MIKÄ
"PIENO":MIKÄ?, ON, EI OO, EI, MIKÄ, KYLLÄ, RUOAN, EI OLE, JEP, PIANO, PIENO, LÖYTYY, JUU, RUUAN
"RUOAN":MIKÄ?, EI OO, RUUAN, JEP, MIKÄ, PIENO, LÖYTYY, KYLLÄ, RUOAN, ON, EI OLE, PIANO, JUU, EI
"RUUAN":JEP, PIANO, ON, KYLLÄ, PIENO, EI OO, EI, EI OLE, LÖYTYY, MIKÄ, RUUAN, RUOAN, MIKÄ?, JUU

French (FR) Step 2:

"PRÊT":OUI, OKAY, QUOI, MILIEU, GAUCHE, APPUIE, DROITE, VIDE, PRÊT, NON, PREMIER, EUHHH, RIEN, ATTEND
"PREMIER":GAUCHE, OKAY, OUI, MILIEU, NON, DROITE, RIEN, EUHHH, ATTEND, PRÊT, VIDE, QUOI, APPUIE, PREMIER
"NON":VIDE, EUHHH, ATTEND, PREMIER, QUOI, PRÊT, DROITE, OUI, RIEN, GAUCHE, APPUIE, OKAY, NON, MILIEU
"VIDE":ATTEND, DROITE, OKAY, MILIEU, VIDE, APPUIE, PRÊT, RIEN, NON, QUOI, GAUCHE, EUHHH, OUI, PREMIER
"RIEN":EUHHH, DROITE, OKAY, MILIEU, OUI, VIDE, NON, APPUIE, GAUCHE, QUOI, ATTEND, PREMIER, RIEN, PRÊT
"OUI":OKAY, DROITE, EUHHH, MILIEU, PREMIER, QUOI, APPUIE, PRÊT, RIEN, OUI, GAUCHE, VIDE, NON, ATTEND
"QUOI":EUHHH, QUOI, GAUCHE, RIEN, PRÊT, VIDE, MILIEU, NON, OKAY, PREMIER, ATTEND, OUI, APPUIE, DROITE
"EUHHH":PRÊT, RIEN, GAUCHE, QUOI, OKAY, OUI, DROITE, NON, APPUIE, VIDE, EUHHH, MILIEU, ATTEND, PREMIER
"GAUCHE":DROITE, GAUCHE, PREMIER, NON, MILIEU, OUI, VIDE, QUOI, EUHHH, ATTEND, APPUIE, PRÊT, OKAY, RIEN
"DROITE":OUI, RIEN, PRÊT, APPUIE, NON, ATTEND, QUOI, DROITE, MILIEU, GAUCHE, EUHHH, VIDE, OKAY, PREMIER
"MILIEU":VIDE, PRÊT, OKAY, QUOI, RIEN, APPUIE, NON, ATTEND, GAUCHE, MILIEU, DROITE, PREMIER, EUHHH, OUI
"OKAY":MILIEU, NON, PREMIER, OUI, EUHHH, RIEN, ATTEND, OKAY, GAUCHE, PRÊT, VIDE, APPUIE, QUOI, DROITE
"ATTEND":EUHHH, NON, VIDE, OKAY, OUI, GAUCHE, PREMIER, APPUIE, QUOI, ATTEND, RIEN, PRÊT, DROITE, MILIEU
"APPUIE":DROITE, MILIEU, OUI, PRÊT, APPUIE, OKAY, RIEN, EUHHH, VIDE, GAUCHE, PREMIER, QUOI, NON, ATTEND
"TOI":SÛR, TON, TAON, THON, SUIVANT, EUH, T'ONT, CONTINUE, QUOI?, TOI, E, COMME, FAIT, TOIT
"TON":TAON, SUIVANT, COMME, EUH, QUOI?, FAIT, E, CONTINUE, TOI, TOIT, THON, SÛR, T'ONT, TON
"TAON":E, TON, EUH, TAON, SUIVANT, T'ONT, SÛR, TOIT, THON, TOI, QUOI?, CONTINUE, COMME, FAIT
"THON":TOI, THON, T'ONT, SUIVANT, E, TON, TOIT, TAON, QUOI?, EUH, SÛR, FAIT, COMME, CONTINUE
"T'ONT":FAIT, TOIT, T'ONT, EUH, QUOI?, SÛR, TAON, CONTINUE, THON, COMME, SUIVANT, E, TON, TOI
"TOIT":EUH, SÛR, SUIVANT, QUOI?, THON, T'ONT, E, FAIT, TOIT, TOI, COMME, CONTINUE, TON, TAON
"EUH":EUH, TAON, TON, TOI, FAIT, CONTINUE, E, SUIVANT, SÛR, COMME, THON, T'ONT, TOIT, QUOI?
"E":T'ONT, TOIT, TON, THON, SUIVANT, E, FAIT, TOI, EUH, COMME, TAON, SÛR, CONTINUE, QUOI?
"QUOI?":TOI, CONTINUE, THON, TAON, TOIT, FAIT, E, COMME, TON, EUH, T'ONT, SUIVANT, QUOI?, SÛR
"FAIT":SÛR, EUH, SUIVANT, QUOI?, TAON, T'ONT, THON, CONTINUE, COMME, TOI, TOIT, TON, E, FAIT
"SUIVANT":QUOI?, EUH, E, TAON, CONTINUE, SÛR, SUIVANT, COMME, FAIT, TON, T'ONT, THON, TOIT, TOI
"CONTINUE":TON, TOIT, FAIT, E, TOI, T'ONT, SÛR, QUOI?, THON, SUIVANT, CONTINUE, EUH, TAON, COMME
"SÛR":TON, FAIT, COMME, THON, TOI, CONTINUE, EUH, T'ONT, SÛR, TOIT, QUOI?, SUIVANT, TAON, E
"COMME":THON, SUIVANT, TOIT, T'ONT, CONTINUE, FAIT, E, QUOI?, EUH, TOI, COMME, SÛR, TON, TAON

Continues on next page

Hebrew (HE) Step 2:

"א":עין, הוא, אם, E, אף אחד, הם, היא, הלאה, א, סיימתי, ע, עם, אלף, אי
"ע":אף אחד, הוא, עין, E, סיימתי, היא, אלף, עם, אי, א, הלאה, אם, הם, ע
"סיימתי":הלאה, עם, אי, ע, אם, א, היא, עין, אלף, אף אחד, הם, הוא, סיימתי, E
"הלאה":אי, היא, הוא, E, הלאה, הם, א, אלף, סיימתי, אם, אף אחד, עם, עין, ע
"אלף":עם, היא, הוא, E, עין, הלאה, סיימתי, הם, אף אחד, אם, אי, ע, אלף, א
"עין":הוא, היא, עם, E, ע, אם, הם, א, אלף, עין, אף אחד, הלאה, סיימתי, אי
"אם":עם, אם, אף אחד, אלף, א, הלאה, E, סיימתי, הוא, ע, אי, עין, הם, היא
"עם":א, אלף, אף אחד, אם, הוא, עין, היא, סיימתי, הם, הלאה, עם, E, אי, ע
"אף אחד":היא, אף אחד, ע, סיימתי, E, עין, הלאה, אם, עם, אי, הם, א, הוא, אלף
"היא":עין, אלף, א, הם, סיימתי, אי, אם, היא, E, אף אחד, עם, הלאה, הוא, ע
"E":הלאה, א, הוא, אם, אלף, הם, סיימתי, אי, אף אחד, E, היא, ע, עם, עין
"הוא":E, סיימתי, ע, עין, עם, אלף, אי, הוא, אף אחד, א, הלאה, הם, אם, היא
"אי":עם, סיימתי, הלאה, הוא, עין, אף אחד, ע, הם, אם, אי, אלף, א, היא, E
"הם":היא, E, עין, א, הם, הוא, אלף, עם, הלאה, אף אחד, ע, אם, סיימתי, אי
"M":בטח, אמממ, אהא, כן, שוב, האות א, לא, כאילו, את, M, האות ע, רגע, עט, נו
"אמממ":אהא, שוב, רגע, האות א, את, עט, האות ע, כאילו, M, נו, כן, בטח, לא, אמממ
"אהא":האות ע, אמממ, האות א, אהא, שוב, לא, בטח, נו, כן, M, את, כאילו, רגע, עט
"כן":M, כן, לא, שוב, האות ע, אמממ, נו, אהא, את, האות א, בטח, עט, רגע, כאילו
"לא":עט, נו, לא, האות א, את, בטח, אהא, כאילו, כן, רגע, שוב, האות ע, אמממ, M
"נו":האות א, בטח, שוב, את, כן, לא, האות ע, עט, נו, M, רגע, כאילו, אמממ, אהא
"האות א":האות א, אהא, אמממ, M, עט, כאילו, האות ע, שוב, בטח, רגע, כן, לא, נו, את
"האות ע":לא, נו, אמממ, כן, שוב, האות ע, עט, M, האות א, רגע, אהא, בטח, כאילו, את
"את":M, כאילו, כן, אהא, נו, עט, האות ע, רגע, אמממ, האות א, לא, שוב, את, בטח
"עט":בטח, האות א, שוב, את, אהא, לא, כן, כאילו, רגע, M, נו, אמממ, האות ע, עט
"שוב":את, האות א, האות ע, אהא, כאילו, בטח, שוב, רגע, עט, אמממ, לא, כן, נו, M
"כאילו":אמממ, נו, עט, האות ע, M, לא, בטח, את, כן, שוב, כאילו, האות א, אהא, רגע
"בטח":אמממ, עט, רגע, כן, M, כאילו, האות א, לא, בטח, נו, את, שוב, אהא, האות ע
"רגע":כן, שוב, נו, לא, כאילו, עט, האות ע, את, האות א, M, רגע, בטח, אמממ, אהא

Italian (IT) Step 2:

"PRONTO":SI, OK, COSA, CENTRO, SINISTRA, PREMI, DESTRA, VUOTO, PRONTO, NO, PRIMO, EHM, NIENTE, ASPETTA
"PRIMO":SINISTRA, OK, SI, CENTRO, NO, DESTRA, NIENTE, EHM, ASPETTA, PRONTO, VUOTO, COSA, PREMI, PRIMO
"NO":VUOTO, EHM, ASPETTA, PRIMO, COSA, PRONTO, DESTRA, SI, NIENTE, SINISTRA, PREMI, OK, NO, CENTRO
"VUOTO":ASPETTA, DESTRA, OK, CENTRO, VUOTO, PREMI, PRONTO, NIENTE, NO, COSA, SINISTRA, EHM, SI, PRIMO
"NIENTE":EHM, DESTRA, OK, CENTRO, SI, VUOTO, NO, PREMI, SINISTRA, COSA, ASPETTA, PRIMO, NIENTE, PRONTO
"SI":OK, DESTRA, EHM, CENTRO, PRIMO, COSA, PREMI, PRONTO, NIENTE, SI, SINISTRA, VUOTO, NO, ASPETTA
"COSA":EHM, COSA, SINISTRA, NIENTE, PRONTO, VUOTO, CENTRO, NO, OK, PRIMO, ASPETTA, SI, PREMI, DESTRA
"EHM":PRONTO, NIENTE, SINISTRA, COSA, OK, SI, DESTRA, NO, PREMI, VUOTO, EHM, CENTRO, ASPETTA, PRIMO
"SINISTRA":DESTRA, SINISTRA, PRIMO, NO, CENTRO, SI, VUOTO, COSA, EHM, ASPETTA, PREMI, PRONTO, OK, NIENTE
"DESTRA":SI, NIENTE, PRONTO, PREMI, NO, ASPETTA, COSA, DESTRA, CENTRO, SINISTRA, EHM, VUOTO, OK, PRIMO
"CENTRO":VUOTO, PRONTO, OK, COSA, NIENTE, PREMI, NO, ASPETTA, SINISTRA, CENTRO, DESTRA, PRIMO, EHM, SI
"OK":CENTRO, NO, PRIMO, SI, EHM, NIENTE, ASPETTA, OK, SINISTRA, PRONTO, VUOTO, PREMI, COSA, DESTRA
"ASPETTA":EHM, NO, VUOTO, OK, SI, SINISTRA, PRIMO, PREMI, COSA, ASPETTA, NIENTE, PRONTO, DESTRA, CENTRO
"PREMI":DESTRA, CENTRO, SI, PRONTO, PREMI, OK, NIENTE, EHM, VUOTO, SINISTRA, PRIMO, COSA, NO, ASPETTA
"RIPETI":DAINO, SCUSA, IN ALTO, IN BASSO, PROSSIMO, UH HUH, CAPELLO, VA BENE, COSA?, RIPETI, UH UH, DAI NO, FATTO, CAPPELLO
"SCUSA":IN ALTO, PROSSIMO, DAI NO, UH HUH, COSA?, FATTO, UH UH, VA BENE, RIPETI, CAPPELLO, IN BASSO, DAINO, CAPELLO, SCUSA
"IN ALTO":UH UH, SCUSA, UH HUH, IN ALTO, PROSSIMO, CAPELLO, DAINO, CAPPELLO, IN BASSO, RIPETI, COSA?, VA BENE, DAI NO, FATTO
"IN BASSO":RIPETI, IN BASSO, CAPELLO, PROSSIMO, UH UH, SCUSA, CAPPELLO, IN ALTO, COSA?, UH HUH, DAINO, FATTO, DAI NO, VA BENE
"CAPELLO":FATTO, CAPPELLO, CAPELLO, UH HUH, COSA?, DAINO, IN ALTO, VA BENE, IN BASSO, DAI NO, PROSSIMO, UH UH, SCUSA, RIPETI
"CAPPELLO":UH HUH, DAINO, PROSSIMO, COSA?, IN BASSO, CAPELLO, UH UH, FATTO, CAPPELLO, RIPETI, DAI NO, VA BENE, SCUSA, IN ALTO
"UH HUH":UH HUH, IN ALTO, SCUSA, RIPETI, FATTO, VA BENE, UH UH, PROSSIMO, DAINO, DAI NO, IN BASSO, CAPELLO, CAPPELLO, COSA?
"UH UH":CAPELLO, CAPPELLO, SCUSA, IN BASSO, PROSSIMO, UH UH, FATTO, RIPETI, UH HUH, DAI NO, IN ALTO, DAINO, VA BENE, COSA?
"COSA?":RIPETI, VA BENE, IN BASSO, IN ALTO, CAPPELLO, FATTO, UH UH, DAI NO, SCUSA, UH HUH, CAPELLO, PROSSIMO, COSA?, DAINO
"FATTO":DAINO, UH HUH, PROSSIMO, COSA?, IN ALTO, CAPELLO, IN BASSO, VA BENE, DAI NO, RIPETI, CAPPELLO, SCUSA, UH UH, FATTO
"PROSSIMO":COSA?, UH HUH, UH UH, IN ALTO, VA BENE, DAINO, PROSSIMO, DAI NO, FATTO, SCUSA, CAPELLO, IN BASSO, CAPPELLO, RIPETI
"VA BENE":SCUSA, CAPPELLO, FATTO, UH UH, RIPETI, CAPELLO, DAINO, COSA?, IN BASSO, PROSSIMO, VA BENE, UH HUH, IN ALTO, DAI NO
"DAINO":SCUSA, FATTO, DAI NO, IN BASSO, RIPETI, VA BENE, UH HUH, CAPELLO, DAINO, CAPPELLO, COSA?, PROSSIMO, IN ALTO, UH UH
"DAI NO":IN BASSO, PROSSIMO, CAPPELLO, CAPELLO, VA BENE, FATTO, UH UH, COSA?, UH HUH, RIPETI, DAI NO, DAINO, SCUSA, IN ALTO

Continues on next page

Japanese (JP) Step 2:

空白上、オッケー、真ん中、違う、右、わかった、いや、待って、空白、うん、終わり、下、左、押す
終わり右、オッケー、上、違う、うん、いや、左、下、押す、空白、待って、真ん中、わかった、終わり
うん待って、下、押す、終わり、真ん中、空白、いや、上、左、右、わかった、オッケー、うん、違う
待って押す、いや、オッケー、違う、待って、わかった、空白、左、うん、真ん中、右、下、上、終わり
下、いや、オッケー、違う、上、待って、うん、わかった、右、真ん中、押す、終わり、左、空白
オッケー、いや、下、違う、終わり、真ん中、わかった、空白、左、上、右、待って、うん、押す
真ん中下、真ん中、右、左、空白、待って、違う、うん、オッケー、終わり、押す、上、わかった、いや
空白、左、右、真ん中、オッケー、上、いや、うん、わかった、待って、下、違う、押す、終わり
いや、右、終わり、うん、違う、上、待って、真ん中、下、押す、わかった、空白、オッケー、左
いや上、左、空白、わかった、うん、押す、真ん中、いや、違う、右、下、待って、オッケー、終わり
違う待って、空白、オッケー、真ん中、左、わかった、うん、押す、右、違う、いや、終わり、下、上
オッケー違う、うん、終わり、上、下、左、押す、オッケー、右、空白、待って、わかった、真ん中、いや
押す下、うん、待って、オッケー、上、右、終わり、わかった、真ん中、押す、左、空白、いや、違う
わかったいや、違う、上、空白、わかった、オッケー、左、下、待って、右、終わり、真ん中、うん、押す
壱、あぁ、あ~、あーあ、1、何?、え、位置、解雇、絵、そう、一、蚕、何
あぁあ~、1、一、何?、解雇、蚕、そう、位置、絵、何、あーあ、壱、え、あぁ
あ~そう、あぁ、何?、あ~、1、え、壱、何、あーあ、絵、解雇、位置、一、蚕
あーあ絵、あーあ、え、1、そう、あぁ、何、あ~、解雇、何?、壱、蚕、一、位置
蚕、何、え、何?、解雇、壱、あ~、位置、あーあ、一、1、そう、あぁ、絵
何?、壱、1、解雇、あーあ、え、そう、蚕、何、絵、一、位置、あぁ、あ~
何?何?、あ~、あぁ、絵、蚕、位置、そう、1、壱、一、あーあ、え、何、解雇
そうえ、何、あぁ、あーあ、1、そう、蚕、絵、何?、一、あ~、壱、位置、解雇
解雇絵、位置、あーあ、あ~、何、蚕、そう、一、あぁ、何?、え、1、解雇、壱
壱、何?、1、解雇、あ~、え、あーあ、位置、一、絵、何、あぁ、そう、蚕
1解雇、何?、そう、あ~、位置、壱、1、一、蚕、あぁ、え、あーあ、何、絵
位置あぁ、何、蚕、そう、絵、え、壱、解雇、あーあ、1、位置、何?、あ~、一
あぁ、蚕、一、あーあ、絵、位置、何?、え、壱、何、解雇、1、あ~、そう
あーあ、1、何、え、位置、蚕、そう、解雇、何?、絵、一、壱、あぁ、あ~

Korean (KO) Step 2:

내 거, 다음, 네 거, 일단, 내 개, 그거, 잠시만, 어의, 어, 어이, 어어, 네 개, 오이, 그거 눌러!
어어내 개, 다음, 내 거, 일단, 어이, 잠시만, 오이, 네 개, 그거 눌러!, 어, 어의, 네 거, 그거, 어어
어이어의, 네 개, 그거 눌러!, 어어, 네 거, 어, 잠시만, 내 거, 오이, 내 개, 그거, 다음, 어이, 일단
어의그거 눌러!, 잠시만, 다음, 일단, 어의, 그거, 어, 오이, 어이, 네 거, 내 개, 네 개, 내 거, 어어
오이네 개, 잠시만, 다음, 일단, 내 거, 어의, 어이, 그거, 내 개, 네 거, 그거 눌러!, 어어, 오이, 어
내 거다음, 잠시만, 네 개, 일단, 어어, 네 거, 그거, 어, 오이, 내 거, 내 개, 어의, 어이, 그거 눌러!
네 거네 개, 네 거, 내 개, 오이, 어, 어의, 일단, 어이, 다음, 어어, 그거 눌러!, 내 거, 그거, 잠시만
네 개어, 오이, 내 개, 네 거, 다음, 내 거, 잠시만, 어이, 그거, 어의, 네 개, 일단, 그거 눌러!, 어어
내 개잠시만, 내 개, 어어, 어이, 일단, 내 거, 어의, 네 거, 네 개, 그거 눌러!, 그거, 어, 다음, 오이
잠시만내 거, 오이, 어, 그거, 어이, 그거 눌러!, 네 거, 잠시만, 일단, 내 개, 네 개, 어의, 다음, 어어
일단어의, 어, 다음, 네 거, 오이, 그거, 어이, 그거 눌러!, 내 개, 일단, 잠시만, 어어, 네 개, 내 거
다음일단, 어이, 어어, 내 거, 네 개, 오이, 그거 눌러!, 다음, 내 개, 어, 어의, 그거, 네 거, 잠시만
그거 눌러!네 개, 어이, 어의, 다음, 내 거, 내 개, 어어, 그거, 네 거, 그거 눌러!, 오이, 어, 잠시만, 일단
그거잠시만, 일단, 내 거, 어, 그거, 다음, 오이, 네 개, 어의, 내 개, 어어, 네 거, 어이, 그거 눌러!
아니 그거뭐, 그 옆에, 그거 말고, 아니, 뭐라고, 그러니까, 안이, 뭐?, 안써있어, 아니 그거, 비어있어, 왼쪽 위에, 뭐라고?, 아니라고
그 옆에그거 말고, 뭐라고, 왼쪽 위에, 그러니까, 안써있어, 뭐라고?, 비어있어, 뭐?, 아니 그거, 아니라고, 아니, 뭐, 안이, 그 옆에
그거 말고비어있어, 그 옆에, 그러니까, 그거 말고, 뭐라고, 안이, 뭐, 아니라고, 아니, 아니 그거, 안써있어, 뭐?, 왼쪽 위에, 뭐라고?
아니아니 그거, 아니, 안이, 뭐라고, 비어있어, 그 옆에, 아니라고, 그거 말고, 안써있어, 그러니까, 뭐, 뭐라고?, 왼쪽 위에, 뭐?
안이뭐라고?, 아니라고, 안이, 그러니까, 안써있어, 뭐, 그거 말고, 뭐?, 아니, 왼쪽 위에, 뭐라고, 비어있어, 그 옆에, 아니 그거
아니라고그러니까, 뭐, 뭐라고, 안써있어, 아니, 안이, 비어있어, 뭐라고?, 아니라고, 아니 그거, 왼쪽 위에, 뭐?, 그 옆에, 그거 말고
그러니까그러니까, 그거 말고, 그 옆에, 아니 그거, 뭐라고?, 뭐?, 비어있어, 뭐라고, 뭐, 왼쪽 위에, 아니, 안이, 아니라고, 안써있어
비어있어안이, 아니라고, 그 옆에, 아니, 뭐라고, 비어있어, 뭐라고?, 아니 그거, 그러니까, 왼쪽 위에, 그거 말고, 뭐, 뭐?, 안써있어
안써있어아니 그거, 뭐?, 아니, 그거 말고, 아니라고, 뭐라고?, 비어있어, 왼쪽 위에, 그 옆에, 그러니까, 안이, 뭐라고, 안써있어, 뭐
뭐라고?뭐, 그러니까, 뭐라고, 안써있어, 그거 말고, 안이, 아니, 뭐?, 왼쪽 위에, 아니 그거, 아니라고, 그 옆에, 비어있어, 뭐라고?
뭐라고안써있어, 그러니까, 비어있어, 그거 말고, 뭐?, 뭐, 뭐라고, 왼쪽 위에, 뭐라고?, 그 옆에, 안이, 아니, 아니라고, 아니 그거
뭐?그 옆에, 아니라고, 뭐라고?, 비어있어, 아니 그거, 안이, 뭐, 안써있어, 아니, 뭐라고, 뭐?, 그러니까, 그거 말고, 왼쪽 위에
그 옆에, 뭐라고?, 왼쪽 위에, 아니, 아니 그거, 뭐?, 그러니까, 안이, 뭐, 아니라고, 안써있어, 뭐라고, 그거 말고, 비어있어
왼쪽 위에아니, 뭐라고, 아니라고, 안이, 뭐?, 뭐라고?, 비어있어, 안써있어, 그러니까, 아니 그거, 왼쪽 위에, 뭐, 그 옆에, 그거 말고

Dutch (NL) Step 2:

"BOVEN":HAUWT, IK ZEG, HOU, HOUWT, HOUSE, KLAAR, HOUT, EERSTE, BOVEN, ECHT, DRUK, HOUD, HAUSSE, JA
"DRUK":HOUSE, IK ZEG, HAUWT, HOUWT, ECHT, HOUT, HAUSSE, HOUD, JA, BOVEN, EERSTE, HOU, KLAAR, DRUK
"ECHT":EERSTE, HOUD, JA, DRUK, HOU, BOVEN, HOUT, HAUWT, HAUSSE, HOUSE, KLAAR, IK ZEG, ECHT, HOUWT
"EERSTE":JA, HOUT, IK ZEG, HOUWT, EERSTE, KLAAR, BOVEN, HAUSSE, ECHT, HOU, HOUSE, HOUD, HAUWT, DRUK
"HAUSSE":HOUD, HOUT, IK ZEG, HOUWT, HAUWT, EERSTE, ECHT, KLAAR, HOUSE, HOU, JA, DRUK, HAUSSE, BOVEN
"HAUWT":IK ZEG, HOUT, HOUD, HOUWT, DRUK, HOU, KLAAR, BOVEN, HAUSSE, HAUWT, HOUSE, EERSTE, ECHT, JA
"HOU":HOUD, HOU, HOUSE, HAUSSE, BOVEN, EERSTE, HOUWT, ECHT, IK ZEG, DRUK, JA, HAUWT, KLAAR, HOUT
"HOUD":BOVEN, HAUSSE, HOUSE, HOU, IK ZEG, HAUWT, HOUT, ECHT, KLAAR, EERSTE, HOUD, HOUWT, JA, DRUK
"HOUSE":HOUT, HOUSE, DRUK, ECHT, HOUWT, HAUWT, EERSTE, HOU, HOUD, JA, KLAAR, BOVEN, IK ZEG, HAUSSE
"HOUT":HAUWT, HAUSSE, BOVEN, KLAAR, ECHT, JA, HOU, HOUT, HOUWT, HOUSE, HOUD, EERSTE, IK ZEG, DRUK
"HOUWT":EERSTE, BOVEN, IK ZEG, HOU, HAUSSE, KLAAR, ECHT, JA, HOUSE, HOUWT, HOUT, DRUK, HOUD, HAUWT
"IK ZEG":HOUWT, ECHT, DRUK, HAUWT, HOUD, HAUSSE, JA, IK ZEG, HOUSE, BOVEN, EERSTE, KLAAR, HOU, HOUT
"JA":HOUD, ECHT, EERSTE, IK ZEG, HAUWT, HOUSE, DRUK, KLAAR, HOU, JA, HAUSSE, BOVEN, HOUT, HOUWT
"KLAAR":HOUT, HOUWT, HAUWT, BOVEN, KLAAR, IK ZEG, HAUSSE, HOUD, EERSTE, HOUSE, DRUK, HOU, ECHT, JA
"LEEG":WAT, LINKS, MIDDEN, NAAST, EH, NU, NEE, WACHT, ONDER, LEEG, OK, WAT?, RECHTS, NIETS
"LINKS":MIDDEN, EH, WAT?, NU, ONDER, RECHTS, OK, WACHT, LEEG, NIETS, NAAST, WAT, NEE, LINKS
"MIDDEN":OK, LINKS, NU, MIDDEN, EH, NEE, WAT, NIETS, NAAST, LEEG, ONDER, WACHT, WAT?, RECHTS
"NAAST":LEEG, NAAST, NEE, EH, OK, LINKS, NIETS, MIDDEN, ONDER, NU, WAT, RECHTS, WAT?, WACHT
"NEE":RECHTS, NIETS, NEE, NU, ONDER, WAT, MIDDEN, WACHT, NAAST, WAT?, EH, OK, LINKS, LEEG
"NIETS":NU, WAT, EH, ONDER, NAAST, NEE, OK, RECHTS, NIETS, LEEG, WAT?, WACHT, LINKS, MIDDEN
"NU":NU, MIDDEN, LINKS, LEEG, RECHTS, WACHT, OK, EH, WAT, WAT?, NAAST, NEE, NIETS, ONDER
"OK":NEE, NIETS, LINKS, NAAST, EH, OK, RECHTS, LEEG, NU, WAT?, MIDDEN, WAT, WACHT, ONDER
"ONDER":LEEG, WACHT, NAAST, MIDDEN, NIETS, RECHTS, OK, WAT?, LINKS, NU, NEE, EH, ONDER, WAT
"RECHTS":WAT, NU, EH, ONDER, MIDDEN, NEE, NAAST, WACHT, WAT?, LEEG, NIETS, LINKS, OK, RECHTS
"EH":ONDER, NU, OK, MIDDEN, WACHT, WAT, EH, WAT?, RECHTS, LINKS, NEE, NAAST, NIETS, LEEG
"WACHT":LINKS, NIETS, RECHTS, OK, LEEG, NEE, WAT, ONDER, NAAST, EH, WACHT, NU, MIDDEN, WAT?
"WAT":LINKS, RECHTS, WAT?, NAAST, LEEG, WACHT, NU, NEE, WAT, NIETS, ONDER, EH, MIDDEN, OK
"WAT?":NAAST, EH, NIETS, NEE, WACHT, RECHTS, OK, ONDER, NU, LEEG, WAT?, WAT, LINKS, MIDDEN

Norwegian (NO) Step 2:

"VENSTRE":LR, C, NEI!, IGJEN, HVA?, CE , OKAY , HVA, VENSTRE, MIDT I, HØYRE, SOM, ELLER, SE
"HØYRE":HVA?, C, LR, IGJEN, MIDT I, OKAY , ELLER, SOM, SE, VENSTRE, HVA, NEI!, CE , HØYRE
"MIDT I":HVA, SOM, SE, HØYRE, NEI!, VENSTRE, OKAY , LR, ELLER, HVA?, CE , C, MIDT I, IGJEN
"HVA":SE, OKAY , C, IGJEN, HVA, CE , VENSTRE, ELLER, MIDT I, NEI!, HVA?, SOM, LR, HØYRE
"ELLER":SOM, OKAY , C, IGJEN, LR, HVA, MIDT I, CE , HVA?, NEI!, SE, HØYRE, ELLER, VENSTRE
"LR":C, OKAY , SOM, IGJEN, HØYRE, NEI!, CE , VENSTRE, ELLER, LR, HVA?, HVA, MIDT I, SE
"NEI!":SOM, NEI!, HVA?, ELLER, VENSTRE, HVA, IGJEN, MIDT I, C, HØYRE, SE, LR, CE , OKAY
"SOM":VENSTRE, ELLER, HVA?, NEI!, C, LR, OKAY , MIDT I, CE , HVA, SOM, IGJEN, SE, HØYRE
"HVA?":OKAY , HVA?, HØYRE, MIDT I, IGJEN, LR, HVA, NEI!, SOM, SE, CE , VENSTRE, C, ELLER
"OKAY ":LR, ELLER, VENSTRE, CE , MIDT I, SE, NEI!, OKAY , IGJEN, HVA?, SOM, HVA, C, HØYRE
"IGJEN":HVA, VENSTRE, C, NEI!, ELLER, CE , MIDT I, SE, HVA?, IGJEN, OKAY , HØYRE, SOM, LR
"C":IGJEN, MIDT I, HØYRE, LR, SOM, ELLER, SE, C, HVA?, VENSTRE, HVA, CE , NEI!, OKAY
"SE":SOM, MIDT I, HVA, C, LR, HVA?, HØYRE, CE , NEI!, SE, ELLER, VENSTRE, OKAY , IGJEN
"CE ":OKAY , IGJEN, LR, VENSTRE, CE , C, ELLER, SOM, HVA, HVA?, HØYRE, NEI!, MIDT I, SE
"OVER":ØØØØØH, TRYKK!, FERDIG?, KLAR, NESTE, NEI , GJENTA, TOMT, FEIL, OVER, IGJEN, Ø, FERDIG, KANSKJE
"TRYKK!":FERDIG?, NESTE, Ø, NEI , FEIL, FERDIG, IGJEN, TOMT, OVER, KANSKJE, KLAR, ØØØØØH, GJENTA, TRYKK!
"FERDIG?":IGJEN, TRYKK!, NEI , FERDIG?, NESTE, GJENTA, ØØØØØH, KANSKJE, KLAR, OVER, FEIL, TOMT, Ø, FERDIG
"KLAR":OVER, KLAR, GJENTA, NESTE, IGJEN, TRYKK!, KANSKJE, FERDIG?, FEIL, NEI , ØØØØØH, FERDIG, Ø, TOMT
"GJENTA":FERDIG, KANSKJE, GJENTA, NEI , FEIL, ØØØØØH, FERDIG?, TOMT, KLAR, Ø, NESTE, IGJEN, TRYKK!, OVER
"KANSKJE":NEI , ØØØØØH, NESTE, FEIL, KLAR, GJENTA, IGJEN, FERDIG, KANSKJE, OVER, Ø, TOMT, TRYKK!, FERDIG?
"NEI ":NEI , FERDIG?, TRYKK!, OVER, FERDIG, TOMT, IGJEN, NESTE, ØØØØØH, Ø, KLAR, GJENTA, KANSKJE, FEIL
"IGJEN":GJENTA, KANSKJE, TRYKK!, KLAR, NESTE, IGJEN, FERDIG, OVER, NEI , Ø, FERDIG?, ØØØØØH, TOMT, FEIL
"FEIL":OVER, TOMT, KLAR, FERDIG?, KANSKJE, FERDIG, IGJEN, Ø, TRYKK!, NEI , GJENTA, NESTE, FEIL, ØØØØØH
"FERDIG":ØØØØØH, NEI , NESTE, FEIL, FERDIG?, GJENTA, KLAR, TOMT, Ø, OVER, KANSKJE, TRYKK!, IGJEN, FERDIG
"NESTE":FEIL, NEI , IGJEN, FERDIG?, TOMT, ØØØØØH, NESTE, Ø, FERDIG, TRYKK!, GJENTA, KLAR, KANSKJE, OVER
"TOMT":TRYKK!, KANSKJE, FERDIG, IGJEN, OVER, GJENTA, ØØØØØH, FEIL, KLAR, NESTE, TOMT, NEI , FERDIG?, Ø
"ØØØØØH":TRYKK!, FERDIG, Ø, KLAR, OVER, TOMT, NEI , GJENTA, ØØØØØH, KANSKJE, FEIL, NESTE, FERDIG?, IGJEN
"Ø":KLAR, NESTE, KANSKJE, GJENTA, TOMT, FERDIG, IGJEN, FEIL, NEI , OVER, Ø, ØØØØØH, TRYKK!, FERDIG?

Polish (PL) Step 2:

"LUD":MORZE, SŁOŃ, POWTÓRZ, CZYTAM, CHWILA, KOŃ, NIE WIEM, BUK, LUD, BÓG, LÓD, GUZIK, MOŻE, DŁOŃ
"LÓD":CHWILA, SŁOŃ, MORZE, CZYTAM, BÓG, NIE WIEM, MOŻE, GUZIK, DŁOŃ, LUD, BUK, POWTÓRZ, KOŃ, LÓD
"BÓG":BUK, GUZIK, DŁOŃ, LÓD, POWTÓRZ, LUD, NIE WIEM, MORZE, MOŻE, CHWILA, KOŃ, SŁOŃ, BÓG, CZYTAM
"BUK":DŁOŃ, NIE WIEM, SŁOŃ, CZYTAM, BUK, KOŃ, LUD, MOŻE, BÓG, POWTÓRZ, CHWILA, GUZIK, MORZE, LÓD
"MOŻE":GUZIK, NIE WIEM, SŁOŃ, CZYTAM, MORZE, BUK, BÓG, KOŃ, CHWILA, POWTÓRZ, DŁOŃ, LÓD, MOŻE, LUD
"MORZE":SŁOŃ, NIE WIEM, GUZIK, CZYTAM, LÓD, POWTÓRZ, KOŃ, LUD, MOŻE, MORZE, CHWILA, BUK, BÓG, DŁOŃ
"POWTÓRZ":GUZIK, POWTÓRZ, CHWILA, MOŻE, LUD, BUK, CZYTAM, BÓG, SŁOŃ, LÓD, DŁOŃ, MORZE, KOŃ, NIE WIEM
"GUZIK":LUD, MOŻE, CHWILA, POWTÓRZ, SŁOŃ, MORZE, NIE WIEM, BÓG, KOŃ, BUK, GUZIK, CZYTAM, DŁOŃ, LÓD
"CHWILA":NIE WIEM, CHWILA, LÓD, BÓG, CZYTAM, MORZE, BUK, POWTÓRZ, GUZIK, DŁOŃ, KOŃ, LUD, SŁOŃ, MOŻE
"NIE WIEM":MORZE, MOŻE, LUD, KOŃ, BÓG, DŁOŃ, POWTÓRZ, NIE WIEM, CZYTAM, CHWILA, GUZIK, BUK, SŁOŃ, LÓD
"CZYTAM":BUK, LUD, SŁOŃ, POWTÓRZ, MOŻE, KOŃ, BÓG, DŁOŃ, CHWILA, CZYTAM, NIE WIEM, LÓD, GUZIK, MORZE
"SŁOŃ":CZYTAM, BÓG, LÓD, MORZE, GUZIK, MOŻE, DŁOŃ, SŁOŃ, CHWILA, LUD, BUK, KOŃ, POWTÓRZ, NIE WIEM
"DŁOŃ":GUZIK, BÓG, BUK, SŁOŃ, MORZE, CHWILA, LÓD, KOŃ, POWTÓRZ, DŁOŃ, MOŻE, LUD, NIE WIEM, CZYTAM
"KOŃ":NIE WIEM, CZYTAM, MORZE, LUD, KOŃ, SŁOŃ, MOŻE, GUZIK, BUK, CHWILA, LÓD, POWTÓRZ, BÓG, DŁOŃ
"OKOŃ":ŚRODEK, CHYBA, JESTEŚ, HAHAHA, DÓŁ, HAH, HA HA, GÓRA, PRAWO, OKOŃ, AHA, SŁOWO, LEWO, HAHA
"CHYBA":JESTEŚ, DÓŁ, SŁOWO, HAH, PRAWO, LEWO, AHA, GÓRA, OKOŃ, HAHA, HAHAHA, ŚRODEK, HA HA, CHYBA
"JESTEŚ":AHA, CHYBA, HAH, JESTEŚ, DÓŁ, HA HA, ŚRODEK, HAHA, HAHAHA, OKOŃ, PRAWO, GÓRA, SŁOWO, LEWO
"HAHAHA":OKOŃ, HAHAHA, HA HA, DÓŁ, AHA, CHYBA, HAHA, JESTEŚ, PRAWO, HAH, ŚRODEK, LEWO, SŁOWO, GÓRA
"HA HA":LEWO, HAHA, HA HA, HAH, PRAWO, ŚRODEK, JESTEŚ, GÓRA, HAHAHA, SŁOWO, DÓŁ, AHA, CHYBA, OKOŃ
"HAHA":HAH, ŚRODEK, DÓŁ, PRAWO, HAHAHA, HA HA, AHA, LEWO, HAHA, OKOŃ, SŁOWO, GÓRA, CHYBA, JESTEŚ
"HAH":HAH, JESTEŚ, CHYBA, OKOŃ, LEWO, GÓRA, AHA, DÓŁ, ŚRODEK, SŁOWO, HAHAHA, HA HA, HAHA, PRAWO
"AHA":HA HA, HAHA, CHYBA, HAHAHA, DÓŁ, AHA, LEWO, OKOŃ, HAH, SŁOWO, JESTEŚ, ŚRODEK, GÓRA, PRAWO
"PRAWO":OKOŃ, GÓRA, HAHAHA, JESTEŚ, HAHA, LEWO, AHA, SŁOWO, CHYBA, HAH, HA HA, DÓŁ, PRAWO, ŚRODEK
"LEWO":ŚRODEK, HAH, DÓŁ, PRAWO, JESTEŚ, HA HA, HAHAHA, GÓRA, SŁOWO, OKOŃ, HAHA, CHYBA, AHA, LEWO
"DÓŁ":PRAWO, HAH, AHA, JESTEŚ, GÓRA, ŚRODEK, DÓŁ, SŁOWO, LEWO, CHYBA, HA HA, HAHAHA, HAHA, OKOŃ
"GÓRA":CHYBA, HAHA, LEWO, AHA, OKOŃ, HA HA, ŚRODEK, PRAWO, HAHAHA, DÓŁ, GÓRA, HAH, JESTEŚ, SŁOWO
"ŚRODEK":CHYBA, LEWO, SŁOWO, HAHAHA, OKOŃ, GÓRA, HAH, HA HA, ŚRODEK, HAHA, PRAWO, DÓŁ, JESTEŚ, AHA
"SŁOWO":HAHAHA, DÓŁ, HAHA, HA HA, GÓRA, LEWO, AHA, PRAWO, HAH, OKOŃ, SŁOWO, ŚRODEK, CHYBA, JESTEŚ

Portuguese (PT) Step 2:

"PRONTO":ISSO, BELEZA, QUÊ, MEIO, ESQUERDA, APERTA, DIREITA, BRANCO, PRONTO, NÃO, PRIMEIRO, SEIS, NADA, ESPERA
"PRIMEIRO":ESQUERDA, BELEZA, ISSO, MEIO, NÃO, DIREITA, NADA, SEIS, ESPERA, PRONTO, BRANCO, QUÊ, APERTA, PRIMEIRO
"NÃO":BRANCO, SEIS, ESPERA, PRIMEIRO, QUÊ, PRONTO, DIREITA, ISSO, NADA, ESQUERDA, APERTA, BELEZA, NÃO, MEIO
"BRANCO":ESPERA, DIREITA, BELEZA, MEIO, BRANCO, APERTA, PRONTO, NADA, NÃO, QUÊ, ESQUERDA, SEIS, ISSO, PRIMEIRO
"NADA":SEIS, DIREITA, BELEZA, MEIO, ISSO, BRANCO, NÃO, APERTA, ESQUERDA, QUÊ, ESPERA, PRIMEIRO, NADA, PRONTO
"ISSO":BELEZA, DIREITA, SEIS, MEIO, PRIMEIRO, QUÊ, APERTA, PRONTO, NADA, ISSO, ESQUERDA, BRANCO, NÃO, ESPERA
"QUÊ":SEIS, QUÊ, ESQUERDA, NADA, PRONTO, BRANCO, MEIO, NÃO, BELEZA, PRIMEIRO, ESPERA, ISSO, APERTA, DIREITA
"SEIS":PRONTO, NADA, ESQUERDA, QUÊ, BELEZA, ISSO, DIREITA, NÃO, APERTA, BRANCO, SEIS, MEIO, ESPERA, PRIMEIRO
"ESQUERDA":DIREITA, ESQUERDA, PRIMEIRO, NÃO, MEIO, ISSO, BRANCO, QUÊ, SEIS, ESPERA, APERTA, PRONTO, BELEZA, NADA
"DIREITA":ISSO, NADA, PRONTO, APERTA, NÃO, ESPERA, QUÊ, DIREITA, MEIO, ESQUERDA, SEIS, BRANCO, BELEZA, PRIMEIRO
"MEIO":BRANCO, PRONTO, BELEZA, QUÊ, NADA, APERTA, NÃO, ESPERA, ESQUERDA, MEIO, DIREITA, PRIMEIRO, SEIS, ISSO
"BELEZA":MEIO, NÃO, PRIMEIRO, ISSO, SEIS, NADA, ESPERA, BELEZA, ESQUERDA, PRONTO, BRANCO, APERTA, QUÊ, DIREITA
"ESPERA":SEIS, NÃO, BRANCO, BELEZA, ISSO, ESQUERDA, PRIMEIRO, APERTA, QUÊ, ESPERA, NADA, PRONTO, DIREITA, MEIO
"APERTA":DIREITA, MEIO, ISSO, PRONTO, APERTA, BELEZA, NADA, SEIS, BRANCO, ESQUERDA, PRIMEIRO, QUÊ, NÃO, ESPERA
"VOCÊ":SEI, VOCÊ É, C, CÊ É, PRÓXIMO, CESTO, C E, SEGURA, QUÊ?, VOCÊ, SEXTO, TIPO, FOI, CÊ
"VOCÊ É":C, PRÓXIMO, TIPO, CESTO, QUÊ?, FOI, SEXTO, SEGURA, VOCÊ, CÊ, CÊ É, SEI, C E, VOCÊ É
"C":SEXTO, VOCÊ É, CESTO, C, PRÓXIMO, C E, SEI, CÊ, CÊ É, VOCÊ, QUÊ?, SEGURA, TIPO, FOI
"CÊ É":VOCÊ, CÊ É, C E, PRÓXIMO, SEXTO, VOCÊ É, CÊ, C, QUÊ?, CESTO, SEI, FOI, TIPO, SEGURA
"C E":FOI, CÊ, C E, CESTO, QUÊ?, SEI, C, SEGURA, CÊ É, TIPO, PRÓXIMO, SEXTO, VOCÊ É, VOCÊ
"CÊ":CESTO, SEI, PRÓXIMO, QUÊ?, CÊ É, C E, SEXTO, FOI, CÊ, VOCÊ, TIPO, SEGURA, VOCÊ É, C
"CESTO":CESTO, C, VOCÊ É, VOCÊ, FOI, SEGURA, SEXTO, PRÓXIMO, SEI, TIPO, CÊ É, C E, CÊ, QUÊ?
"SEXTO":C E, CÊ, VOCÊ É, CÊ É, PRÓXIMO, SEXTO, FOI, VOCÊ, CESTO, TIPO, C, SEI, SEGURA, QUÊ?
"QUÊ?":VOCÊ, SEGURA, CÊ É, C, CÊ, FOI, SEXTO, TIPO, VOCÊ É, CESTO, C E, PRÓXIMO, QUÊ?, SEI
"FOI":SEI, CESTO, PRÓXIMO, QUÊ?, C, C E, CÊ É, SEGURA, TIPO, VOCÊ, CÊ, VOCÊ É, SEXTO, FOI
"PRÓXIMO":QUÊ?, CESTO, SEXTO, C, SEGURA, SEI, PRÓXIMO, TIPO, FOI, VOCÊ É, C E, CÊ É, CÊ, VOCÊ
"SEGURA":VOCÊ É, CÊ, FOI, SEXTO, VOCÊ, C E, SEI, QUÊ?, CÊ É, PRÓXIMO, SEGURA, CESTO, C, TIPO
"SEI":VOCÊ É, FOI, TIPO, CÊ É, VOCÊ, SEGURA, CESTO, C E, SEI, CÊ, QUÊ?, PRÓXIMO, C, SEXTO
"TIPO":CÊ É, PRÓXIMO, CÊ, C E, SEGURA, FOI, SEXTO, QUÊ?, CESTO, VOCÊ, TIPO, SEI, VOCÊ É, C

Russian (RU) Step 2:

"ГОТОВО":ДА, ТАК, ЕЩЁ РАЗ, СРЕДНЯЯ, ЛЕВАЯ, ЖМИ, ПРАВАЯ, ПУСТО, ГОТОВО, НЕТ, ПЕРВОЕ, НУ-У-У, НИЧЕГО, ПОГОДИ
"ПЕРВОЕ":ЛЕВАЯ, ТАК, ДА, СРЕДНЯЯ, НЕТ, ПРАВАЯ, НИЧЕГО, НУ-У-У, ПОГОДИ, ГОТОВО, ПУСТО, ЕЩЁ РАЗ, ЖМИ, ПЕРВОЕ
"НЕТ":ПУСТО, НУ-У-У, ПОГОДИ, ПЕРВОЕ, ЕЩЁ РАЗ, ГОТОВО, ПРАВАЯ, ДА, НИЧЕГО, ЛЕВАЯ, ЖМИ, ТАК, НЕТ, СРЕДНЯЯ
"ПУСТО":ПОГОДИ, ПРАВАЯ, ТАК, СРЕДНЯЯ, ПУСТО, ЖМИ, ГОТОВО, НИЧЕГО, НЕТ, ЕЩЁ РАЗ, ЛЕВАЯ, НУ-У-У, ДА, ПЕРВОЕ
"НИЧЕГО":НУ-У-У, ПРАВАЯ, ТАК, СРЕДНЯЯ, ДА, ПУСТО, НЕТ, ЖМИ, ЛЕВАЯ, ЕЩЁ РАЗ, ПОГОДИ, ПЕРВОЕ, НИЧЕГО, ГОТОВО
"ДА":ТАК, ПРАВАЯ, НУ-У-У, СРЕДНЯЯ, ПЕРВОЕ, ЕЩЁ РАЗ, ЖМИ, ГОТОВО, НИЧЕГО, ДА, ЛЕВАЯ, ПУСТО, НЕТ, ПОГОДИ
"ЕЩЁ РАЗ":НУ-У-У, ЕЩЁ РАЗ, ЛЕВАЯ, НИЧЕГО, ГОТОВО, ПУСТО, СРЕДНЯЯ, НЕТ, ТАК, ПЕРВОЕ, ПОГОДИ, ДА, ЖМИ, ПРАВАЯ
"НУ-У-У":ГОТОВО, НИЧЕГО, ЛЕВАЯ, ЕЩЁ РАЗ, ТАК, ДА, ПРАВАЯ, НЕТ, ЖМИ, ПУСТО, НУ-У-У, СРЕДНЯЯ, ПОГОДИ, ПЕРВОЕ
"ЛЕВАЯ":ПРАВАЯ, ЛЕВАЯ, ПЕРВОЕ, НЕТ, СРЕДНЯЯ, ДА, ПУСТО, ЕЩЁ РАЗ, НУ-У-У, ПОГОДИ, ЖМИ, ГОТОВО, ТАК, НИЧЕГО
"ПРАВАЯ":ДА, НИЧЕГО, ГОТОВО, ЖМИ, НЕТ, ПОГОДИ, ЕЩЁ РАЗ, ПРАВАЯ, СРЕДНЯЯ, ЛЕВАЯ, НУ-У-У, ПУСТО, ТАК, ПЕРВОЕ
"СРЕДНЯЯ":ПУСТО, ГОТОВО, ТАК, ЕЩЁ РАЗ, НИЧЕГО, ЖМИ, НЕТ, ПОГОДИ, ЛЕВАЯ, СРЕДНЯЯ, ПРАВАЯ, ПЕРВОЕ, НУ-У-У, ДА
"ТАК":СРЕДНЯЯ, НЕТ, ПЕРВОЕ, ДА, НУ-У-У, НИЧЕГО, ПОГОДИ, ТАК, ЛЕВАЯ, ГОТОВО, ПУСТО, ЖМИ, ЕЩЁ РАЗ, ПРАВАЯ
"ПОГОДИ":НУ-У-У, НЕТ, ПУСТО, ТАК, ДА, ЛЕВАЯ, ПЕРВОЕ, ЖМИ, ЕЩЁ РАЗ, ПОГОДИ, НИЧЕГО, ГОТОВО, ПРАВАЯ, СРЕДНЯЯ
"ЖМИ":ПРАВАЯ, СРЕДНЯЯ, ДА, ГОТОВО, ЖМИ, ТАК, НИЧЕГО, НУ-У-У, ПУСТО, ЛЕВАЯ, ПЕРВОЕ, ЕЩЁ РАЗ, НЕТ, ПОГОДИ
"ВЕСЕЛО":КОНЕЧНО, ВЕСИЛА, ВЕСИЛО, КРАБ, ДАЛЬШЕ, НУ ТАК, КРАП, ПОСТОЙ, ЕЩЕ РАЗ, ВЕСЕЛО, НУ И, НУ ТИПА, СДЕЛАНО, КРАББ
"ВЕСИЛА":ВЕСИЛО, ДАЛЬШЕ, НУ ТИПА, НУ ТАК, ЕЩЕ РАЗ, СДЕЛАНО, НУ И, ПОСТОЙ, ВЕСЕЛО, КРАББ, КРАБ, КОНЕЧНО, КРАП, ВЕСИЛА
"ВЕСИЛО":НУ И, ВЕСИЛА, НУ ТАК, ВЕСИЛО, ДАЛЬШЕ, КРАП, КОНЕЧНО, КРАББ, КРАБ, ВЕСЕЛО, ЕЩЕ РАЗ, ПОСТОЙ, НУ ТИПА, СДЕЛАНО
"КРАБ":ВЕСЕЛО, КРАБ, КРАП, ДАЛЬШЕ, НУ И, ВЕСИЛА, КРАББ, ВЕСИЛО, ЕЩЕ РАЗ, НУ ТАК, КОНЕЧНО, СДЕЛАНО, НУ ТИПА, ПОСТОЙ
"КРАП":СДЕЛАНО, КРАББ, КРАП, НУ ТАК, ЕЩЕ РАЗ, КОНЕЧНО, ВЕСИЛО, ПОСТОЙ, КРАБ, НУ ТИПА, ДАЛЬШЕ, НУ И, ВЕСИЛА, ВЕСЕЛО
"КРАББ":НУ ТАК, КОНЕЧНО, ДАЛЬШЕ, ЕЩЕ РАЗ, КРАБ, КРАП, НУ И, СДЕЛАНО, КРАББ, ВЕСЕЛО, НУ ТИПА, ПОСТОЙ, ВЕСИЛА, ВЕСИЛО
"НУ ТАК":НУ ТАК, ВЕСИЛО, ВЕСИЛА, ВЕСЕЛО, СДЕЛАНО, ПОСТОЙ, НУ И, ДАЛЬШЕ, КОНЕЧНО, НУ ТИПА, КРАБ, КРАП, КРАББ, ЕЩЕ РАЗ
"НУ И":КРАП, КРАББ, ВЕСИЛА, КРАБ, ДАЛЬШЕ, НУ И, СДЕЛАНО, ВЕСЕЛО, НУ ТАК, НУ ТИПА, ВЕСИЛО, КОНЕЧНО, ПОСТОЙ, ЕЩЕ РАЗ
"ЕЩЕ РАЗ":ВЕСЕЛО, ПОСТОЙ, КРАБ, ВЕСИЛО, КРАББ, СДЕЛАНО, НУ И, НУ ТИПА, ВЕСИЛА, НУ ТАК, КРАП, ДАЛЬШЕ, ЕЩЕ РАЗ, КОНЕЧНО
"СДЕЛАНО":КОНЕЧНО, НУ ТАК, ДАЛЬШЕ, ЕЩЕ РАЗ, ВЕСИЛО, КРАП, КРАБ, ПОСТОЙ, НУ ТИПА, ВЕСЕЛО, КРАББ, ВЕСИЛА, НУ И, СДЕЛАНО
"ДАЛЬШЕ":ЕЩЕ РАЗ, НУ ТАК, НУ И, ВЕСИЛО, ПОСТОЙ, КОНЕЧНО, ДАЛЬШЕ, НУ ТИПА, СДЕЛАНО, ВЕСИЛА, КРАП, КРАБ, КРАББ, ВЕСЕЛО
"ПОСТОЙ":ВЕСИЛА, КРАББ, СДЕЛАНО, НУ И, ВЕСЕЛО, КРАП, КОНЕЧНО, ЕЩЕ РАЗ, КРАБ, ДАЛЬШЕ, ПОСТОЙ, НУ ТАК, ВЕСИЛО, НУ ТИПА
"КОНЕЧНО":ВЕСИЛА, СДЕЛАНО, НУ ТИПА, КРАБ, ВЕСЕЛО, ПОСТОЙ, НУ ТАК, КРАП, КОНЕЧНО, КРАББ, ЕЩЕ РАЗ, ДАЛЬШЕ, ВЕСИЛО, НУ И
"НУ ТИПА":КРАБ, ДАЛЬШЕ, КРАББ, КРАП, ПОСТОЙ, СДЕЛАНО, НУ И, ЕЩЕ РАЗ, НУ ТАК, ВЕСЕЛО, НУ ТИПА, КОНЕЧНО, ВЕСИЛА, ВЕСИЛО

Swedish (SV) Step 2:

"REDO":JA, OKEJ, VAD, MITTEN, VÄNSTER, TRYCK, HÖGER, TOM, REDO, NEJ, FÖRSTA, ÖHHH, INGET, VÄNTA
"FÖRSTA":VÄNSTER, OKEJ, JA, MITTEN, NEJ, HÖGER, INGET, ÖHHH, VÄNTA, REDO, TOM, VAD, TRYCK, FÖRSTA
"NEJ":TOM, ÖHHH, VÄNTA, FÖRSTA, VAD, REDO, HÖGER, JA, INGET, VÄNSTER, TRYCK, OKEJ, NEJ, MITTEN
"TOM":VÄNTA, HÖGER, OKEJ, MITTEN, TOM, TRYCK, REDO, INGET, NEJ, VAD, VÄNSTER, ÖHHH, JA, FÖRSTA
"INGET":ÖHHH, HÖGER, OKEJ, MITTEN, JA, TOM, NEJ, TRYCK, VÄNSTER, VAD, VÄNTA, FÖRSTA, INGET, REDO
"JA":OKEJ, HÖGER, ÖHHH, MITTEN, FÖRSTA, VAD, TRYCK, REDO, INGET, JA, VÄNSTER, TOM, NEJ, VÄNTA
"VAD":ÖHHH, VAD, VÄNSTER, INGET, REDO, TOM, MITTEN, NEJ, OKEJ, FÖRSTA, VÄNTA, JA, TRYCK, HÖGER
"ÖHHH":REDO, INGET, VÄNSTER, VAD, OKEJ, JA, HÖGER, NEJ, TRYCK, TOM, ÖHHH, MITTEN, VÄNTA, FÖRSTA
"VÄNSTER":HÖGER, VÄNSTER, FÖRSTA, NEJ, MITTEN, JA, TOM, VAD, ÖHHH, VÄNTA, TRYCK, REDO, OKEJ, INGET
"HÖGER":JA, INGET, REDO, TRYCK, NEJ, VÄNTA, VAD, HÖGER, MITTEN, VÄNSTER, ÖHHH, TOM, OKEJ, FÖRSTA
"MITTEN":TOM, REDO, OKEJ, VAD, INGET, TRYCK, NEJ, VÄNTA, VÄNSTER, MITTEN, HÖGER, FÖRSTA, ÖHHH, JA
"OKEJ":MITTEN, NEJ, FÖRSTA, JA, ÖHHH, INGET, VÄNTA, OKEJ, VÄNSTER, REDO, TOM, TRYCK, VAD, HÖGER
"VÄNTA":ÖHHH, NEJ, TOM, OKEJ, JA, VÄNSTER, FÖRSTA, TRYCK, VAD, VÄNTA, INGET, REDO, HÖGER, MITTEN
"TRYCK":HÖGER, MITTEN, JA, REDO, TRYCK, OKEJ, INGET, ÖHHH, TOM, VÄNSTER, FÖRSTA, VAD, NEJ, VÄNTA
"ELLER":VISST, HELLER, SEJ, SÄG, NÄSTA, ÖÖÖH, HÄLLER, STOPP, VAD?, ELLER, Ö, SOM, KLAR, LR
"HELLER":SEJ, NÄSTA, SOM, ÖÖÖH, VAD?, KLAR, Ö, STOPP, ELLER, LR, SÄG, VISST, HÄLLER, HELLER
"SEJ":Ö, HELLER, ÖÖÖH, SEJ, NÄSTA, HÄLLER, VISST, LR, SÄG, ELLER, VAD?, STOPP, SOM, KLAR
"SÄG":ELLER, SÄG, HÄLLER, NÄSTA, Ö, HELLER, LR, SEJ, VAD?, ÖÖÖH, VISST, KLAR, SOM, STOPP
"HÄLLER":KLAR, LR, HÄLLER, ÖÖÖH, VAD?, VISST, SEJ, STOPP, SÄG, SOM, NÄSTA, Ö, HELLER, ELLER
"LR":ÖÖÖH, VISST, NÄSTA, VAD?, SÄG, HÄLLER, Ö, KLAR, LR, ELLER, SOM, STOPP, HELLER, SEJ
"ÖÖÖH":ÖÖÖH, SEJ, HELLER, ELLER, KLAR, STOPP, Ö, NÄSTA, VISST, SOM, SÄG, HÄLLER, LR, VAD?
"Ö":HÄLLER, LR, HELLER, SÄG, NÄSTA, Ö, KLAR, ELLER, ÖÖÖH, SOM, SEJ, VISST, STOPP, VAD?
"VAD?":ELLER, STOPP, SÄG, SEJ, LR, KLAR, Ö, SOM, HELLER, ÖÖÖH, HÄLLER, NÄSTA, VAD?, VISST
"KLAR":VISST, ÖÖÖH, NÄSTA, VAD?, SEJ, HÄLLER, SÄG, STOPP, SOM, ELLER, LR, HELLER, Ö, KLAR
"NÄSTA":VAD?, ÖÖÖH, Ö, SEJ, STOPP, VISST, NÄSTA, SOM, KLAR, HELLER, HÄLLER, SÄG, LR, ELLER
"STOPP":HELLER, LR, KLAR, Ö, ELLER, HÄLLER, VISST, VAD?, SÄG, NÄSTA, STOPP, ÖÖÖH, SEJ, SOM
"VISST":HELLER, KLAR, SOM, SÄG, ELLER, STOPP, ÖÖÖH, HÄLLER, VISST, LR, VAD?, NÄSTA, SEJ, Ö
"SOM":SÄG, NÄSTA, LR, HÄLLER, STOPP, KLAR, Ö, VAD?, ÖÖÖH, ELLER, SOM, VISST, HELLER, SEJ

Thai (TH) Step 2:

"กด":ถูก, เศร้า, ไม่ใช่, เขลา, เข่า, เสาร์, เข้า, มัด, กด, ตัด, ลด, เขา, ผิด, เสา
"ลด":เข่า, เศร้า, ถูก, เขลา, ตัด, เข้า, ผิด, เขา, เสา, กด, มัด, ไม่ใช่, เสาร์, ลด
"ตัด":มัด, เขา, เสา, ลด, ไม่ใช่, กด, เข้า, ถูก, ผิด, เข่า, เสาร์, เศร้า, ตัด, เขลา
"มัด":เสา, เข้า, เศร้า, เขลา, มัด, เสาร์, กด, ผิด, ตัด, ไม่ใช่, เข่า, เขา, ถูก, ลด
"ผิด":เขา, เข้า, เศร้า, เขลา, ถูก, มัด, ตัด, เสาร์, เข่า, ไม่ใช่, เสา, ลด, ผิด, กด
"ถูก":เศร้า, เข้า, เขา, เขลา, ลด, ไม่ใช่, เสาร์, กด, ผิด, ถูก, เข่า, มัด, ตัด, เสา
"ไม่ใช่":เขา, ไม่ใช่, เข่า, ผิด, กด, มัด, เขลา, ตัด, เศร้า, ลด, เสา, ถูก, เสาร์, เข้า
"เขา":กด, ผิด, เข่า, ไม่ใช่, เศร้า, ถูก, เข้า, ตัด, เสาร์, มัด, เขา, เขลา, เสา, ลด
"เข่า":เข้า, เข่า, ลด, ตัด, เขลา, ถูก, มัด, ไม่ใช่, เขา, เสา, เสาร์, กด, เศร้า, ผิด
"เข้า":ถูก, ผิด, กด, เสาร์, ตัด, เสา, ไม่ใช่, เข้า, เขลา, เข่า, เขา, มัด, เศร้า, ลด
"เขลา":มัด, กด, เศร้า, ไม่ใช่, ผิด, เสาร์, ตัด, เสา, เข่า, เขลา, เข้า, ลด, เขา, ถูก
"เศร้า":เขลา, ตัด, ลด, ถูก, เขา, ผิด, เสา, เศร้า, เข่า, กด, มัด, เสาร์, ไม่ใช่, เข้า
"เสา":เขา, ตัด, มัด, เศร้า, ถูก, เข่า, ลด, เสาร์, ไม่ใช่, เสา, ผิด, กด, เข้า, เขลา
"เสาร์":เข้า, เขลา, ถูก, กด, เสาร์, เศร้า, ผิด, เขา, มัด, เข่า, ลด, ไม่ใช่, ตัด, เสา
"อาน":ตบะ, อ่าน, ผ่าน, ยกเลิก, ส่อง, กล่อง, ไม่ถูก, ขยะ, ต้อง, อาน, กล้อง, ระยะ, ล่อง, ก่อง
"อ่าน":ผ่าน, ส่อง, ระยะ, กล่อง, ต้อง, ล่อง, กล้อง, ขยะ, อาน, ก่อง, ยกเลิก, ตบะ, ไม่ถูก, อ่าน
"ผ่าน":กล้อง, อ่าน, กล่อง, ผ่าน, ส่อง, ไม่ถูก, ตบะ, ก่อง, ยกเลิก, อาน, ต้อง, ขยะ, ระยะ, ล่อง
"ยกเลิก":อาน, ยกเลิก, ไม่ถูก, ส่อง, กล้อง, อ่าน, ก่อง, ผ่าน, ต้อง, กล่อง, ตบะ, ล่อง, ระยะ, ขยะ
"ไม่ถูก":ล่อง, ก่อง, ไม่ถูก, กล่อง, ต้อง, ตบะ, ผ่าน, ขยะ, ยกเลิก, ระยะ, ส่อง, กล้อง, อ่าน, อาน
"ก่อง":กล่อง, ตบะ, ส่อง, ต้อง, ยกเลิก, ไม่ถูก, กล้อง, ล่อง, ก่อง, อาน, ระยะ, ขยะ, อ่าน, ผ่าน
"กล่อง":กล่อง, ผ่าน, อ่าน, อาน, ล่อง, ขยะ, กล้อง, ส่อง, ตบะ, ระยะ, ยกเลิก, ไม่ถูก, ก่อง, ต้อง
"กล้อง":ไม่ถูก, ก่อง, อ่าน, ยกเลิก, ส่อง, กล้อง, ล่อง, อาน, กล่อง, ระยะ, ผ่าน, ตบะ, ขยะ, ต้อง
"ต้อง":อาน, ขยะ, ยกเลิก, ผ่าน, ก่อง, ล่อง, กล้อง, ระยะ, อ่าน, กล่อง, ไม่ถูก, ส่อง, ต้อง, ตบะ
"ล่อง":ตบะ, กล่อง, ส่อง, ต้อง, ผ่าน, ไม่ถูก, ยกเลิก, ขยะ, ระยะ, อาน, ก่อง, อ่าน, กล้อง, ล่อง
"ส่อง":ต้อง, กล่อง, กล้อง, ผ่าน, ขยะ, ตบะ, ส่อง, ระยะ, ล่อง, อ่าน, ไม่ถูก, ยกเลิก, ก่อง, อาน
"ขยะ":อ่าน, ก่อง, ล่อง, กล้อง, อาน, ไม่ถูก, ตบะ, ต้อง, ยกเลิก, ส่อง, ขยะ, กล่อง, ผ่าน, ระยะ
"ตบะ":อ่าน, ล่อง, ระยะ, ยกเลิก, อาน, ขยะ, กล่อง, ไม่ถูก, ตบะ, ก่อง, ต้อง, ส่อง, ผ่าน, กล้อง
"ระยะ":ยกเลิก, ส่อง, ก่อง, ไม่ถูก, ขยะ, ล่อง, กล้อง, ต้อง, กล่อง, อาน, ระยะ, ตบะ, อ่าน, ผ่าน

Simplified Chinese (ZHS) Step 2:

"有":下一个,快点,过了,速度,第二个,炸了,第四个,没有,有,有没有,有有,什么,错了,要炸了
"有有":第二个,快点,下一个,速度,有没有,第四个,错了,什么,要炸了,有,没有,过了,炸了,有有
"有没有":没有,什么,要炸了,有有,过了,有,第四个,下一个,错了,第二个,炸了,快点,有没有,速度
"没有":要炸了,第四个,快点,速度,没有,炸了,有,错了,有没有,过了,第二个,什么,下一个,有有
"错了":什么,第四个,快点,速度,下一个,没有,有没有,炸了,第二个,过了,要炸了,有有,错了,有
"下一个":快点,第四个,什么,速度,有有,过了,炸了,有,错了,下一个,第二个,没有,有没有,要炸了
"过了":什么,过了,第二个,错了,有,没有,速度,有没有,快点,有有,要炸了,下一个,炸了,第四个
"什么":有,错了,第二个,过了,快点,下一个,第四个,有没有,炸了,没有,什么,速度,要炸了,有有
"第二个":第四个,第二个,有有,有没有,速度,下一个,没有,过了,什么,要炸了,炸了,有,快点,错了
"第四个":下一个,错了,有,炸了,有没有,要炸了,过了,第四个,速度,第二个,什么,没有,快点,有有
"速度":没有,有,快点,过了,错了,炸了,有没有,要炸了,第二个,速度,第四个,有有,什么,下一个
"快点":速度,有没有,有有,下一个,什么,错了,要炸了,快点,第二个,有,没有,炸了,过了,第四个
"要炸了":什么,有没有,没有,快点,下一个,第二个,有有,炸了,过了,要炸了,错了,有,第四个,速度
"炸了":第四个,速度,下一个,有,炸了,快点,错了,什么,没有,第二个,有有,过了,有没有,要炸了
"按了":第1个,地是个,右边,又编,中间,时间,真的吗,中问,左下角,按了,左边,第l个,右上角,错一次
"地是个":右边,中间,第l个,时间,左下角,右上角,左边,中问,按了,错一次,又编,第1个,真的吗,地是个
"右边":左边,地是个,时间,右边,中间,真的吗,第1个,错一次,又编,按了,左下角,中问,第l个,右上角
"又编":按了,又编,真的吗,中间,左边,地是个,错一次,右边,左下角,时间,第1个,右上角,第l个,中问
"真的吗":右上角,错一次,真的吗,时间,左下角,第1个,右边,中问,又编,第l个,中间,左边,地是个,按了
"错一次":时间,第1个,中间,左下角,又编,真的吗,左边,右上角,错一次,按了,第l个,中问,地是个,右边
"时间":时间,右边,地是个,按了,右上角,中问,左边,中间,第1个,第l个,又编,真的吗,错一次,左下角
"左边":真的吗,错一次,地是个,又编,中间,左边,右上角,按了,时间,第l个,右边,第1个,中问,左下角
"左下角":按了,中问,又编,右边,错一次,右上角,左边,第l个,地是个,时间,真的吗,中间,左下角,第1个
"右上角":第1个,时间,中间,左下角,右边,真的吗,又编,中问,第l个,按了,错一次,地是个,左边,右上角
"中间":左下角,时间,左边,右边,中问,第1个,中间,第l个,右上角,地是个,真的吗,又编,错一次,按了
"中问":地是个,错一次,右上角,左边,按了,真的吗,第1个,左下角,又编,中间,中问,时间,右边,第l个
"第1个":地是个,右上角,第l个,又编,按了,中问,时间,真的吗,第1个,错一次,左下角,中间,右边,左边
"第l个":又编,中间,错一次,真的吗,中问,右上角,左边,左下角,时间,按了,第l个,第1个,地是个,右边

Colophon

Keep Talking and Nobody Explodes is a game by Steel Crate Games. https://keeptalkinggame.com/

Manuals retrieved from https://ktane.timwi.de/ (Repository of Manual Pages) and https://www.bombmanual.com/. Slight modifications have been made by LotsOfS. Refer to https://lotsofs.github.io/KTANE/. This document is not automatically synchronized with the Repository of Manual Pages. Refer to the Repository of Manual Pages for the most recent manuals. Special thanks to Timwi et al for maintaining the Repository of Manual Pages.

The contents of this manual originate from a wide variety of authors. Please consult each individual author on licensing of each module's manual page. Many contents of this manual may be licensed under the KTANE ModKit License.

Semaphore images by Denelson83, used under CC-BY-SA-3.0, via Wikimedia Commons

Color Diagrams from http://www.tomjewett.com/colors/paint.html

The Keep Talking and Nobody Explodes ModKit License Copyright (c) 2016 keeptalkinggame Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. The Software will only be used for the purpose of creating modifications to the game "Keep Talking and Nobody Explodes". THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

Appendix A: Indicator Identification Reference

Labelled indicator lights can be found on the sides of the bomb casing.

Common Indicators

Appendix B: Battery Identification Reference

Common battery types can be found within enclosures on the sides of the bomb casing.

Battery Type
AA
D

Appendix BLANK: Identifying Blank Modules

You may have noticed that there are some modules which (at least initially) appear blank. At first glance, all modules of this variety are indistinguishable. Follow the instructions below in order to determine what module you are looking at.

  1. Move the cursor back and forth over the module.
    • If the module has patterns of dots on it, you are looking at Braille.
    • If you hear the clicking sound that is played when hovering over a button but do not have any visual feedback, you are looking at Blind Alley.

Appendix BombMfg#AF: Filibuster Configuration Reference

These are the instructions about Filibuster given to the bomb makers, who configure the module before the bomb is armed. This information can not be used to disarm the bomb.

Filibuster Settings

This module requires a microphone. It will look for the default recording device and listen to it to determine the volume.

The thresholds can be configured with a text editor using the filibuster‑settings.txt file, located in the modsettings folder. Restarting the software may be required when changing these values.

This is the default for the file:
{"MicThreshold": 25.0, "FailureThreshold": 3}

MicThreshold - a value from 0.0 - 100.0 to adjust for the microphone. FailureThreshold - an integer value for the number of seconds of failing the mic check before a strike. A range of 1 - 10 is recommended.

Appendix C: Port Identification Reference

Digital and analog ports can be found on sides of the bomb casing.

Port Name
DVI-D
Parallel
PS/2
RJ-45
Serial
Stereo RCA

Appendix CSq: Identifying brethren of Colored Squares

If one color occurs fewer times than any other (no tie):

Appendix CSw: Identifying lookalikes of Colored Switches

If there are no lit LEDs:
Colored Switches

Appendix Grammar: English Grammar Overview

This table contains a brief overview of some grammatical distinctions in English.

The subject is what is doing the action, and the object is what is receiving the action. e.g. In “I buy milk.” I is the subject and milk is the object.

accept: This is fine; except: One of these things is not like the others
ad: short for advertisement; add: opposite of subtract
affect: usually a verb, but noun when it means “display of emotion”; effect: almost always a noun; impact: physical force
allot: partition; a lot: very much; alot: (never correct)
aloud: not quiet; allowed: with permission
altar: table used for making sacrifices; alter: to make changes
arc: a curve, electrical discharge, or development of a theme in a story; ark: large boat, or a sacred chest
baited: past tense of “bait”; bated: anxiously, or excitedly
base: a foundation upon which other things are built; bass: low-frequency tones in music, or the instruments with which those are created
blew: past tense of “blow”; blue: a color
brake: slow down, or a device used for slowing down; break: to make or become broken, or a rest
breath: the noun; breathe: the verb
by: beside, from the mind of, etc.; buy: trade money for goods; bye: see you later
capital: main city in a territory, money you put up to borrow something, or THIS KIND OF LETTER; capitol: big building, usually in a capital
carat: a unit of weight for precious stones; caret: a mark in text to indicate insertions; carrot: a vegetable; karat: a measure of the purity of gold
ceiling: the top of a room; sealing: to close up
cent: one hundredth of a currency unit; scent: a smell; sent: past tense of “send”
cereal: food; serial: forming a series
choral: relating to a chorus or choir; coral: animal living in the sea; corral: an enclosure for livestock
cite: declare a quoted source; site: location; sight: a view or vision
coarse: rough; course: a route
complement: when two parts complete each other; compliment: You look good today!
creak: a high-pitched sound; creek: a narrow waterway
dear: beloved; deer: an animal
defiantly: rebelliously; definitely: without doubt
defuse: stop a bomb; diffuse: light softening out. Use "defuse" for tension.
die: stop living, or a small cube for randomness; dice: more than one die
discussed: talked about; disgust: a feeling of revulsion, or to cause this feeling
drink: present tense; drank: past tense; drunk: past participle and adjective
elicit: evoke; illicit: forbidden
discreet: secret or carefully subtle; discrete: separate
everyday: daily; every day: each day
faint: slight, or to lose consciousness; feint: to make a deceptive movement
faze: disturb; phase: a distinct period or stage in a series of events
find: discover; fined: past tense of “fine”
flair: talent, or stylishness; flare: a burst of bright flames or light
flea: an insect; flee: run away from danger
farther: physical distance; further: figurative distance
gait: a manner of walking; gate: an entryway in a wall or fence
I, he, she, we, they: used in subjects; me, him, her, us, them: used in objects
i.e.: short for Latin id est, or “that is”; e.g.: short for Latin exemplī grātiā, or “for example”
idle: doing nothing; idol: a greatly admired person; idyll: a peaceful situation, or a short poem
its: belonging to it; it's: it is
When you don't lay something else down, you lie down.
The past tense of lay is laid. Confusingly, the past tense of lie is lay!
lead: the metal or the present tense; led: the past tense and past participle
less: used with uncountable nouns; fewer: used with countable nouns
lighting: the equipment or arrangement of lights; lightning: electrical discharge during a thunderstorm; lightening: reduce weight
Literally means word for word. If you had “literally died” watching a video, your family and friends would be crying at your funeral about now.
loan: the object when lending something to someone; lone: single; lend: The action of granting someone a loan
lose: opposite of gain; loose: opposite of tight
meat: flesh; meet: to see someone else; mete: to deal out something unpleasant
number: used for countable nouns; amount: used for uncountable nouns
oar: the paddle for rowing a boat; or: a conjunction to link alternatives; ore: material in nature from which metals or minerals can be extracted
If you write “should of”, “could of”, “would of”, or “might of”, no educated gentleman will take you seriously.
Remember, “I do” is to “I have done” as “I could do” is to “I could have done”. (Exceptions apply, but very very rarely!)
pail: bucket; pale: light in color
pair: a set of two things, or to combine; pare: trim by cutting away the outer edges; pear: a fruit
palate: roof of your mouth; palette: board to mix paint on, or a combination of colors; pallet: plates that cargo gets placed on
peak: summit; peek: sneak a look; pique: excite (usually interest)
perfect: 100% good or correct; prefect: person in a position of power, like an official or a heir
poor: opposite of rich; pore: a small opening in a surface, or to be absorbed in reading; pour: to flow in a steady stream
praise: approval or honour, or to give approval or honour; prays: address a deity; preys: hunt and kill for food, or an animal that is hunted and killed for food
precedence: more importance; precedents: earlier examples; presidents: leaders of a republic or organization, sometimes depicted on money
In this module, racket: a loud noise; racquet: a netted stick or paddle with which to hit a ball. (Especially in US English, racket can be used for both senses.)
raise: to make something go up; rays: narrow beams of light; raze: get rid of hair with a razor, or similarly destroy a wide area
right: correct, or the opposite of left; rite: ceremony; wright: a maker or builder; write: compose text
road: a path leading somewhere; rode: past tense of “ride”; rowed: past tense of “row”
ring: a circular thing, or to make a resonant sound; wring: twist and squeeze to extract liquid
role: a part played by a person or thing; roll: movement in a steady direction or circular motion, can be both a verb and a noun
seas: plural of sea; sees: a form of “to see”; seize: to grab or take by force; C’s: more than one C
seam: the line where two pieces of material touch each other, or to create such a line; seem: give an impression
stairs: steps used for going up or down; stares: a form of “to stare”
stationary: completely still; stationery: writing utensils
statue: monument; stature: body height; statute: code of law
steal: take without permission, or the act of taking without permission; steel: the metal
straight: without a curve or bend; strait: narrow passage of water connecting two large bodies of water
than: (used to compare two things); then: at the time, or right after that
their: belonging to them; there: that place; they're: they are
though: however; thought: past tense of “think”, or what is produced by thinking; through: in at one side/end and out at the other; thorough: rigorous
threw: past tense of “throw”; through: in at one side/end and out at the other
to: used in infinitives or destination; too: as well, or overly; two: 2
vain: useless; vane: a rotating blade pushed by wind or water; vein: a vessel through which blood flows
vary: differ; very: in a high degree
wander: frolic; wonder: ponder
wait: stand by until something occurs; weight: how much something weighs, or to make heavier
weak: opposite of strong; week: seven days
weather: condition of the outside air; whether: if it is or if it isn't
who: used in subjects; whom: used in objects
your: belonging to you; you're: you are

Appendix I: Identifying Indiscrete Modules

Apart from "Needy" modules, certain disarmable modules also require urgent interaction at specific points in time. Others may require specific solves of other modules in order to be solved or prevent strikes.

Many of these bear no obvious visual distinction from their normal counterparts. Use this appendix to identify them early and avoid disaster.

Often, many of these modules will mention ignored modules. Those ignored modules are typically the modules listed in this appendix, however not every module may ignore every other module listed here.

Time-Sensitive Modules

These modules require interaction at a specific point in time. Failure to do so may result in strikes or worse. It is therefore essential to find these modules early to avoid unpleasant surprises.

Turn The Key

Disappearing Information

These modules require certain information to be read before solving any other module. This information cannot be retrieved later on without striking. It is therefore essential to find these modules first to avoid the required information from being missed.

Forget Me Not

Continues on next page...

Requires Specific Solves

These modules require specific modules to be solved either before or after solving the module itself in order to avoid strikes or the module becoming unsolveable. It is therefore essential to find these modules early on to avoid negative consequences.

Turn The Keys

Other

These modules may prove problematic if their instructions are not read early on, but don't necessarily carry the same level of urgency as above modules.

Souvenir

Appendix ISO 4217: Currency Codes Reference

The following is a list of active codes of official ISO 4217 currency names that are supported by http://api.exchangeratesapi.io/. In the standard the values are called "alphabetic code" and "numeric code".

CodeNum.Currency CodeNum.Currency CodeNum.Currency
AUD036Australian dollar HRK191Croatian kuna NZD554New Zealand dollar
BGN975Bulgarian lev HUF348Hungarian forint PHP608Philippine peso
BRL986Brazilian real IDR360Indonesian rupiah PLN985Polish złoty
CAD124Canadian dollar ILS376Israeli new shekel RON946Romanian leu
CHF756Swiss franc INR356Indian rupee RUB643Russian ruble
CNY156Renminbi ISK352Icelandic króna SEK752Swedish krona
CZK203Czech koruna JPY392Japanese yen SGD702Singapore dollar
DKK208Danish krone KRW410South Korean won THB764Thai baht
EUR978Euro MXN484Mexican peso TRY949Turkish lira
GBP826Pound sterling MYR458Malaysian ringgit USD840United States dollar
HKD344Hong Kong dollar NOK578Norwegian krone ZAR710South African rand

Appendix ค: Encrypted Indicators

This indicator works like any other, except its label has been encrypted! The three letters next to the indicator light have been replaced with arcane symbols. Find the sum of the numbers gained from looking up each symbol in the left table. If the result is in the range [1,11], then use that result in the second table to find the label. Otherwise, each symbol instead represents the letters in the first table.

Symbolin position
X___X___X
5 / G0 / D4 / G
ɮ4 / Z0 / D5 / R
ʖ0 / C-1 / S4 / O
0 / J2 / X5 / Y
2 / V1 / B2 / L
Þ-2 / T5 / L5 / J
4 / L1 / A2 / O
Ѩ3 / G5 / A4 / S
Ԉ4 / F4 / S2 / M
Ԓ3 / P2 / O3 / F
-1 / K3 / Q4 / K
-1 / D-2 / N4 / L
Ж5 / Q0 / O5 / Z
ResultIndicator
1CLR
2IND
3TRN
4FRK
5CAR
6FRQ
7NSA
8SIG
9MSA
10SND
11BOB

Appendix M: Morse Code Interpretation Guide

Morse code is a method of encoding text characters as sequences of signal durations. Each Morse code symbol is formed by a sequence of short and long flashes.

  1. A short flash represents a dot or dit.
  2. A long flash represents a dash or dah.
  3. There is a long gap between letters.
  4. There is a very long gap between words.

International Morse Code encodes the 26 basic Latin letters A through Z, as well as digits 0 through 9 and various punctuation marks. However, many languages other than English use more than just these 26 letters, and thus extra codes may exist for those languages.

Extended Latin Interpretation
  1. These are additional letters or accented letters in the Latin alphabet. Letters that aren't listed are the same as their accent-less variant.
À Å
Ä Æ Ą
Ć Ĉ Ç
CH Ĥ Š
Đ (D with stroke) É Ę
Ð (Eth)
È Ł
Ĝ
Ĵ
Ń Ñ
Ó Ö Ø
Ś
Ŝ
Þ
Ü, Ŭ
Ź
Ż

Morse code does not distinguish between upper and lower case letters.

Basic Latin Interpretation
  1. These are the 26 basic Latin letters A through Z encoded in Morse Code.
A N
B O    
C P  
D Q  
E R
F S
G   T
H U
I V
J     W  
K X
L Y  
M   Z  
Numerals Interpretation
  1. Morse code for the digits 0 - 9.
1       6
2     7  
3   8    
4 9      
5 0        
Punctuation Interpretation
  1. Official Morse code symbols for punctuation signs.
(Period) .
(Comma) ,
(Question Mark) ?
(Apostrophe) '
(Slash/Fraction Bar) /
(Open Parenthesis) (
(Close Parenthesis) )
(Colon) :
(Double Dash) =
(Plus Sign) +
(Hyphen, Minus Sign) -
(Quotation mark) "
(At Sign) @

Other Scripts

Morse code for other alphabets are usually based on the transliteration of Latin characters to the respective alphabet as a starting point.

Such transliteration is not possible for Non-Alphabetic scripts, and thus their Morse code encodings are more arbitrary.

Hebrew Interpretation
  1. Morse Code for the Hebrew alphabet. Keep in mind Hebrew is read from right to left.
א ל
ב מ  
ג   נ
ד ס
ה     ע    
ו פ  
ז   צ  
ח ק  
ט ר
י ש
כ ת
Hangul Interpretation
  1. Morse code for the Korean alphabet also known as Hangul.
 
 
 
 
 
   
   
   
Cyrillic Interpretation
  1. Morse code for Cyrillic is based on the Russian alphabet. Ukrainian and Bulgarian differ slightly.
А
Б
В  
Г  
Д
Е Ё
Ж
З  
И
Й    
К
Л
М  
Н
О    
П  
Р
С
Т
У
Ф
Х
Ц
Ч    
Ш      
Щ  
Ъ    
Ы  
Ь
Э
Ю  
Я
Bulgarian & Ukrainian Differences Interpretation
  1. These characters either differ from or are not present in the Russian Morse code standard.
Ukrainian Bulgarian
Г Ъ
Ґ Ь
Є
И
І
Ї
Х
Ш
Щ
Thai Interpretation​
  1. Morse code for the Thai abugida.
 
ข ฃ
ค ฅ ฆ
 
 
       
     
   
ด ฎ
ต ฏ ไ ใ
ถ ฐ    
ท ธ ฑ ฒ  
น ณ
 
 
 
พ ภ  
 
   
   
ล ฬ  
     
ศ ษ ส  
   
ฤ ฤๅ  
Greek Interpretation
  1. Morse code for the Greek alphabet. The tonos (accent) is not transmitted.
Α
Β
Γ
Δ
Ε
Ζ
Η
Θ
Ι
Κ
Λ
Μ
Ν
Ξ
Ο
Π
Ρ
Σ
Τ
Υ
Φ
Χ
Ψ
Ω

Appendix MAH: Modules Against Humanity Card Reference

Module NameCard Text
3D MazeWant to see this in 3D? There are special glasses for it.
Adjacent LettersBomb exploded. I was adjacent to it.
Adventure GameThat's okay. There will be another adventure waiting for you soon.
AlphabetNever try tongue twisters before you learn alphabet.
AnagramsThe instructions were clear and not in anagrams; you're an idiot.
AstrologyNo success? I guess your zodiac was under the wrong planet's influence.
BackgroundsAre you sure you want that background for your photo?
BattleshipThis bomb is a true battle, just not on a ship.
Big CircleYou blow up, you die. The big circle of life.
BitmapsLost in this bomb? Here's a bit of a map.
Blind AlleyYou're done. No way out from this blind alley.
Blind MazeYou'll feel like a blind man in this maze.
BrailleThe bomb blew your eyes out. Start learning Braille.
Broken ButtonsPressing these buttons is useless. They’re broken.
Button SequencesYou can't just press all the buttons, it has to be the correct sequence.
Caesar CipherYou dealt with it like a true Caesar.
Cheap CheckoutCheck out this bomb sale! It's so cheap!
ChessI would play even Billy the Puppet if that game was chess.
Chord qualitiesYou struck the wrong chords. Kaboom.
Colored SquaresIt's cool to be square but only if your colored.
Colored SwitchesLet's switch on these colours.
Colour FlashThat almost got you dead. Your whole life flashed before your eyes.
Module NameCard Text
Combination LockAre you sure this is the combination you need?
Complicated ButtonsPressing buttons should be easy, not complicated.
Complicated WiresCut all the wires! It's not that complicated after all.
Connection CheckBomb exploded due to bad wifi connection.
CoordinatesYou're walking funny. Have you lost your coordinates?
Crazy TalkYou're talking crazy. Get out.
CreationGod created the world and you blew it up. Shame on you.
CryptographyYour mind is so cryptic, I can't read it.
Double-OhWho cares about Double As or Double Ds when you can have Double Os?
Emoji MathDid you know your texts can include words, and not just emojis?
English TestDo you know the difference between your crap and you're crap?
Faulty BackgroundsYou bombed that selfie cause of faulty background.
FilibusterRemember the title and just keep talking.
Follow the LeaderIf this bomb explodes, you're following the wrong political leader.
Foreign Exchange RatesNo currency exchange point? You should've taken your card.
Forget Me NotWell done. You forgot it not.
FriendshipThey say Monopoly ruins friendships. They have not tried KTANE.
Game of Life CruelLife is cruel. So are games.
Game of Life SimpleI want to play a game. A game of life and death.
HexamazeSomeone must have put a-maze-ing hex on you.
Module NameCard Text
HTTP Response404. The bomb not found.
HuntingIf you explode, I'm gonna hunt you down.
Ice CreamI scream, you scream, but only I love it.
KeypadIf you recognize any of these symbols, you're a smart fella.
LaundryFriends are coming over. Quick, hide all your dirty laundry!
Letter KeysWait, now keys have letters on them? What is this sorcery?
Light CycleDark in the room? Just cycle through the lights.
Lights OutLights are out. Bomb's unavailable for 10 seconds.
ListeningJust got a strike. You need to listen to your experts better.
LogicDo you have at least a pinch of logic in that head of yours?
MazeI know you feel lost. Sadly, this is not a maze so there's no way out.
MemoryNope, that doesn't work. Try memorizing the manual next time.
MicrocontrollerTrust your experts, don’t micro control them.
Modules Against HumanityYes, this bomb is very inhumane. Deal with it.
Monsplode, Fight!Why fight your family when you can fight Monsplodes?
Monsplode Trading CardsWho cares about Monsplodes? Trade them away!
Morse CodeIf you're bad with words, try Morse code instead.
MorsematicsIf you're bad with words, try Morsematics code instead.
Mortal KombatThe kombat with this bomb is a mortal one.
Motion SenseMoves like Jagger? Not with that motion sense of yours.
Mouse In The MazeTsk. Poor little mouse, can't do anything right.
Module NameCard Text
MurderIf this doesn't get you murdered, I don't know what will.
Mystic SquareYou need serious help. From a shaman or a mystic, nothing less.
Needy CapacitorYou're on the dishonorable discharge, Take your capacitor and leave.
Needy KnobYou can play with this knob even when you're done with the bomb.
Needy MathMath is hard.
Needy QuizI know you hate answering questions, but we do have to test you.
Needy Rotary PhoneHere, phone a friend for help. Old school style.
Needy Vent GasStop venting your emotions. Vent gas instead.
NeutralizationYour goal is to neutralize this bomb.
Number PadKeypad here, keypad there. I want a keypad with numbers!
Orientation CubeBad luck with your crush? Maybe it’s just their sexual orientation.
PasswordYou need to know the secret password to defuse this bomb.
Perspective PegsIf you can't do it, try to look from a different perspective.
Piano KeysMusical instruments? I recommend trying piano.
PlumbingIf you don't find a way out, try crawling through pipes.
ProbingBad news. You're actually being probed by aliens.
ResistorsDon't resist the temptation. Just do it.
Rock-Paper-Scissors-L.-Sp.You're fighting a lizard. But don't use caber, use scissors.
Round KeypadYou spin my head right round with those fancy symbols.
Module NameCard Text
Safety SafeThis bomb is so valuable it should be locked in a safe.
Sea ShellsWho cares what she sells? She's not gonna sell it to you.
SemaphoreJust as I expected, you're waving a white flag already.
Shape ShiftWhy be a human when you can shapeshift into an owl?
Silly SlotsYou failed. What a silly slot you are.
Simon SaysToo late. simon says you should try again.
Simon ScreamsSimon screams at your incompetence.
Simon StatesToo late. Simon states you should try again.
Skewed SlotsWell, that's what happens when your world view is so skewed.
SouvenirThis explosion will leave a few souvenirs on your body.
Square ButtonPush the square button. Galvanize.
SwitchesIt’s useless. Switch to another bomb.
Symbolic CoordinatesCoordination does not exist, it's only symbolic.
Symbolic PasswordYour password must be 6 symbols long.
TetrisIf you're tired of bombs, you could always play Tetris instead.
Text FieldWho needs fields of gold when you have a field of text?
The BulbYou think you have a great idea? Nah, that's just a bulb above your head.
The ButtonPush the button. Galvanize.
The ClockTick tock, start the bomb clock.
The GamepadTwo kinds of people: those who use gamepad and the boring ones.
The iPhonePut down your iPhone and solve this bomb!
Module NameCard Text
The SwanYour serial number is 4815162342.
Third BaseDon't tell me you're already in third base with this bomb?
Tic Tac ToeLots of love, XOXO, The Bomb.
Turn The KeyJust turn the key and leave the room.
Turn The KeysJust turn the keys and leave the room.
Two BitsHere's my two bits of information: you're gonna explode.
Who's on FirstYou're clearly the last, but who's first?
Who's That Monsplode?Fighting Monsplodes? Identify them first.
Wire PlacementBe careful where you place those wires!
Wire SequenceTrickier than it sounds; all the wires are hidden behind panels.
WiresCut all the wires!
Word ScrambleYou got scrambled by your own sword.
Word SearchYou’re searching for a word? It’s the bird.
ZooYou're an animal. You should be in a zoo.

Any other card text is not linked to any known module.

Appendix Math: Mathematical Concepts Reference

Binary Conversions

A binary number is a number expressed in the base-2 numeral system. In other words, instead of the digits 0-9, only the digits 0-1 are used.
The binary forms of the decimal numbers up to 10 are:

Decimal 0 1 2 3 4 5 6 7 8 9 10
Binary 0000 0001 0010 0011 0100 0101 0110 0111 1000 1001 1010

Fibonacci Sequence

The Fibonacci numbers form a sequence, such that each number is the sum of the previous two numbers, starting with 0 and 1.
The fibonacci sequence is: 0, 1, 1, 2, 3, 5, 8, 13, 21, 34, 55, 89, ...

Highly Composite Numbers

A highly composite number (HCN) has more divisors than any smaller positive integer. For example, 6 can be divided by 1, 2, 3, and 6, which is more than the last HCN, 4, which has 1, 2, and 4. 8 can be divided by 1, 2, 4, and 8, but a smaller number (6) has an equal number of divisors, so it is not a HCN.
Highly composite numbers below 100 are: 1, 2, 4, 6, 12, 24, 36, 48, 60

Perfect Squares

A perfect square is any whole number multiplied by itself.
Perfect squares up to 100 are: 1, 4, 9, 16, 25, 36, 49, 64, 81, 100

Prime Numbers

A prime number is a counting number (positive whole number) that can only be divided by 1 and itself. In other words, there is no way to share a prime number of donuts equally among any number of friends (unless you have as many friends as donuts!).
Prime numbers below 100 are:

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60
61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80
81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100

Appendix Multiple Widgets: Multiple Widgets Identification Reference

Sometimes multiple types of widgets may appear on a single large plate:

Additional Ports

In addition to the standard ports (See Appendix A), these ports were also found:

AC (Power)
Component Video
HDMI
Composite Video
VGA
USB
PCMCIA

Colored Indicators

Indicators can be both standard or encrypted.

See Appendix A for indicator reference.
See Appendix ค for encrypted indicators reference.

Off Indicators are considered to be Black. On Indicators can be the following colors:

Colors
WhiteGray
RedOrange
YellowGreen
BluePurple
Magenta

Two Factor

See Appendix Two Factor for two factor reference.

The Two factor code changes every 60 seconds real time, but may have been configured from between 30-120 seconds. Least significant digit is the one closest to the dot.

The smaller number on the left indicates the time remaining before the code changes.

Additional Batteries

Additional batteries may be present, including empty battery holders. (It seems whoever planted these bombs forgot to include all of the batteries.)

Batteries

9-Volt Battery
2 x AA Batteries
3 x AA Batteries
4 x AA Batteries

Empty Holders (It seems whoever planted these bombs forgot to include all of the batteries)

9-Volt Battery Holder
2 x AA Battery Holder
3 x AA Battery Holder
4 x AA Battery Holder

**Note: Most of the mods that just count batteries/holders will see ALL of these. These same mods, if they are looking for AA batteries, will ONLY see the 2xAA batteries, and they will see the 9-Volt battery as a D-Cell.

See Appendix B for battery reference.

Appendix Piano: Piano/Keyboard Reference

Use the following graphic as a reference to how tones are mapped onto a standard 12-note piano/keyboard.

Appendix Sword: Anagrams Table Reference

AAABNNBANANA
AACKTTATTACK
AADEGMDAMAGE
AALMNPNAPALM
AAOTTWOTTAWA
ABELRYBARELY, BARLEY, BLEARY
ABKMOOKABOOM
ABLSSTBLASTS
ACEGHRCHARGE
ACEHRRARCHER
ACELLRCALLER, CELLAR, RECALL
ACGINSCASING
ACNNNOCANNON
ADEESTSEATED, SEDATE, TEASED
ADEKPYKEYPAD
ADIMRSDISARM
AEFLMSFLAMES
AEHRSSRASHES, SHARES, SHEARS
AEKLRVKEVLAR
AEMRSTMASTER, STREAM, TAMERS
AENOPWWEAPON
AEPPRSSAPPER
AMORRTMORTAR
BNOTTUBUTTON
BOORSTROBOTS
BRSSTUBURSTS
CDEEIVDEVICE
CEERSURECUSE, RESCUE, SECURE
CEKORTROCKET
DEEFSUDEFUSE
DEGITWWIDGET
DELMOUMODULE
DELOOPLOOPED, POODLE, POOLED
DERSTUDUSTER, RUDEST, RUSTED
EELRTTLETTER
EEMSTXSEMTEX
ENOPRSPERSON
GIINRWWIRING

Appendix Two Factor: Two Factor Identification Reference

Digital displays can be found on sides of the bomb casing showing a serial number.

The display shows up to a six digit number for two factor authentication. The number rotates every 60 seconds for security. When the serial number changes, three audio tones will sound.