Bomb Defusal Manual

www.keeptalkinggame.com

Version 1
Verification Code: 241

Expanded mod version (Road To Centurion section 01)

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. With a few exceptions, each module is discrete and can be disarmed in any order.

Instructions for disarming modules can be found in Section 1. "Needy" modules present a special case and are described in Section 2.

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.

Gathering Information

Some disarming instructions will require specific information about the bomb, such as the serial number. This type of information can typically be found on the top, bottom, or sides of the bomb casing. See the appendices, most notably A, B and C, for instructions that will be useful in disarming certain modules.

Section 1: Modules

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

All modules must be disarmed to defuse the bomb.

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…

  • A wire module can have 3-6 wires on it.
  • Only the one correct wire needs to be cut to disarm the module.
  • Wire ordering begins with the first on the top.
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 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.

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 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 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 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 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 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 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.

  • Within this module there are several panels with wires on them, but 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.
  • Do not switch to the next panel until you are sure that you have cut all necessary wires on the current panel.
  • Cut the wires as directed by the following table. Wire occurrences are cumulative over all panels within the module.
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 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 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 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 need 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 down 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 as 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 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:

  • Turned the right key on all ‘Turn the Keys’ modules.
  • Turned all lower priority left keys.
  • Solved all Password modules.
  • Solved all Who’s On First modules.
  • Solved all Keypad modules.

But before you have done any of the following:

  • Turned any higher priority left keys.
  • Solved any Maze modules.
  • Solved any Memory modules.
  • Solved any Complicated Wires modules.
  • Solved any Wire Sequence modules.

RIGHT KEY

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

  • Turned all higher priority right keys.
  • Solved all Morse Code modules.
  • Solved all Wires modules.
  • Solved all The Button modules.
  • Solved all Colour Flash modules.

But before you have done any of the following:

  • Turned any left keys.
  • Turned any lower priority right keys.
  • Solved any Simon Says modules.

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 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 Appendix Math for a mathmatical 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.

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 looping sequence. Each wire leads from one plug to the next plug that contains a wire in ascending numerical order. A wire leading from plug 1 is considered to be “wire 1”.

Progress through the module by first determining the starting wire, then checking whether to cut each wire in 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.

Determine Start Position

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 start position is the plug containing a 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 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 the Blind Alley

What? Where?

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 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 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 torpedos 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 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 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:

  • Large straight:* keep the die with the highest value equal to a digit in the serial number; if none, keep the purple.
  • Small straight:* keep the outlier.*
  • Three of a kind or full house:* keep the white die if there are ≥ 2 lit indicators; otherwise, the black die if there are ≥ 2 unlit; otherwise, the highest value not in the three-of-a-kind.
  • Four of a kind or two pairs: keep any dice matching the number of batteries; otherwise, matching the number of battery holders; otherwise the yellow die.
  • Pair: keep the die of the color listed in the first applicable row of the following table:
    If there is a...Die color
    parallel portpurple
    PS/2 port blue
    RCA port white
    RJ port black
    otherwise yellow
  • Otherwise: you must roll all the dice again.
  • In all of the above cases, dice of the same value as a die to be kept may also be kept.

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:

  • Straight (small or large):* you must reroll the die you previously kept and keep a die or dice of a different value.
  • Otherwise:
    • Rerolling all dice is always allowed.
    • Keeping 1 die is only allowed if it isn’t black.
    • Keeping 2 dice is only allowed if neither is blue.
    • Keeping 3 dice is only allowed if the values of the other two both aren’t in the serial number.
    • Keeping 4 dice is only allowed if the fifth die has a bigger value.
    • Keeping a number of dice equal to the number of port plates is not allowed unless it’s 2 or less.

If you just rolled 3 dice:

  • Full house:* reroll the pair if there are any duplicate ports; otherwise, reroll the three-of-a-kind.
  • Otherwise:
    • Keeping 0, 1 or 2 dice is allowed.
    • Keeping 3 dice is only allowed if purple or white was kept during the previous roll.
    • Keeping 4 dice is only allowed if the fifth die has a smaller value.
    • Keeping any number of dice is allowed if the value of the kept dice is in the serial.

If you just rolled 2 dice:

  • Keeping 0, 1, 2 or 3 dice is allowed.
  • Keeping 4 dice is only allowed if yellow or blue was kept during the previous roll or if the fifth die is 1 away in value from the value of the kept dice.

If only 1 die is left to roll:

Keep rolling it until you achieve a Yahtzee.

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 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.

  • Respond to the computer prompts by pressing "Y" for "Yes" or "N" for "No".

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.

  • Discharge the capacitor before it overloads by holding down the lever.

On the Subject of Knobs

Needlessly complicated and endlessly needy. Imagine if such expertise were used to make something other than diabolical puzzles.

  • The knob can be turned to one of four different positions.
  • The knob must be in the correct position when this module's timer hits zero.
  • The correct position can be determined by the on/off configuration of the twelve LEDs.
  • Knob positions are relative to the "UP" label, which may have rotated.

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

Appendix A: Indicator Identification Reference

Labelled indicator lights can be found on the sides of the bomb casing.

Common Indicators

  • SND
  • CLR
  • CAR
  • IND
  • FRQ
  • SIG
  • NSA
  • MSA
  • TRN
  • BOB
  • FRK

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 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 Math: 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

Negative numbers are never prime.

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