Bomb Defusal Manual
www.keeptalkinggame.com
Version 1
Verification Code: 241
Expanded mod version (Road To Centurion section 01)
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!
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.
Front |
Side |
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.
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 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.
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.
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. |
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:
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:
I'm not sure what these symbols are, but I suspect they have something to do with occult.
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.
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 |
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.
Based on the display, read the label of a particular button and proceed to step 2:
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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 |
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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 |
Memory is a fragile thing but so is everything else when a bomb goes off, so pay attention!
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.
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.
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".
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.
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.
An antiquated form of naval communication? What next? At least it's genuine Morse Code, so pay attention and you might just learn something.
How to Interpret |
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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 |
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...
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.
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 Occurrence | Cut if connected to: |
First red occurrence | C |
Second red occurrence | B |
Third red occurrence | A |
Fourth red occurrence | A or C |
Fifth red occurrence | B |
Sixth red occurrence | A or C |
Seventh red occurrence | A, B or C |
Eighth red occurrence | A or B |
Ninth red occurrence | B |
Blue Wire Occurrences | |
---|---|
Wire Occurrence | Cut if connected to: |
First blue occurrence | B |
Second blue occurrence | A or C |
Third blue occurrence | B |
Fourth blue occurrence | A |
Fifth blue occurrence | B |
Sixth blue occurrence | B or C |
Seventh blue occurrence | C |
Eighth blue occurrence | A or C |
Ninth blue occurrence | A |
Black Wire Occurrences | |
---|---|
Wire Occurrence | Cut if connected to: |
First black occurrence | A, B or C |
Second black occurrence | A or C |
Third black occurrence | B |
Fourth black occurrence | A or C |
Fifth black occurrence | B |
Sixth black occurrence | B or C |
Seventh black occurrence | A or B |
Eighth black occurrence | C |
Ninth black occurrence | C |
This seems to be some kind of maze, probably stolen off of a restaurant placemat.
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.
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 |
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...
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.
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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).
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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.
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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.
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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.
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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.
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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.
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:
You are in a maze of twisty passages, all alike. Exits are to the north, south, east, and west.
Row:
Column:
Direction:
This has to be illegal somehow...
See Appendix A for indicator identification reference.
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. |
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.
Follow the first rule below that applies:
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. |
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.
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Dammit Jim, I’m a doctor, not a honeybee!
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.
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:
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:
Our intelligence indicates that:
Good luck. Make us proud.
Ooooh, shiny lights and buttons. Touchy touchy!
Red | Green | Blue | Yellow | Purple | Orange |
2 | 3 | 4 | 5 | 6 | 7 |
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:
Follow the first rule that applies:
If there is a... | Die color |
---|---|
parallel port | purple |
PS/2 port | blue |
RCA port | white |
RJ port | black |
otherwise | yellow |
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.
Keep rolling it until you achieve a Yahtzee.
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.
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.
I'm going to guess that this is just meant to occupy your attention, because otherwise this is some shoddy electronics work.
Needlessly complicated and endlessly needy. Imagine if such expertise were used to make something other than diabolical puzzles.
X | X | X | |||
X | X | X | X | X |
X | X | X | |||
X | X | X | X |
X | X | X | |||
X | X | X | X | X |
X | X | X | |||
X | X |
X | |||||
X | X | X | X |
X | |||||
X | X |
X | X | X | X | X | |
X | X | X | X |
X | X | X | |||
X | X | X | X |
X = Lit LED
Labelled indicator lights can be found on the sides of the bomb casing.
Common battery types can be found within enclosures on the sides of the bomb casing.
Battery | Type |
---|---|
AA | |
D |
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 |
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.
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 |