Bomb Defusal Manual

www.keeptalkinggame.com

Version 1
Verification Code: 241

Expanded mod version (Road To Centurion section 05)

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 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 Appendix Piano 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

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 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 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.

On the Subject of Sword

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.

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 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.
PriorityTop-Left Button Colour
RedYellowGreenBlue
HighestRedBlueGreenYellow
HighBlueYellowRedGreen
LowGreenRedYellowBlue
LowestYellowGreenBlueRed
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 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.


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 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:
http://api.exchangeratesapi.io/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 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

See Appendix Alphabet for alternative alphabet encoding reference.

On the Subject of Forget Me Not

This one likes attention, but not too much attention.

  • The main display will update on each solved 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 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.

*Some modules are ignored by Forget Me Not modules.

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 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 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 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 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 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 substituion cypher, 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 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 keys 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.

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.
  • Solved all Listening 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.
  • Solved any Cryptography 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 Two Bits modules.
  • Solved all The Button modules.
  • Solved all Colour Flash modules.
  • Solved all Round Keypad 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.
  • Solved any Plumbing modules.

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 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 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 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 the 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 less 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 less 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

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 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 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 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 below 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 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 Appendix Math: Mathematical Concepts Reference for more information.

  • 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

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 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 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 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 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 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 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
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.

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

What you need to know:

See Appendix Souvenir for required information 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 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 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 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 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 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 the Chemical Information tables.

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

Chemical Information

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

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
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 in order for each serial number character. Otherwise, take the first move for each serial number character, then the 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 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 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 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

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!

Filibuster Needy Component

On the Subject of Filibuster

What's this game called? Ok, let's do that.

  • A warning countdown signals the module is about to be armed.
  • If you hear annoying beeping, talk.
  • Keep talking.

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 Answering Questions

I hope you studied, it's quiz night!

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

On the Subject of Rotary Phones

Hello, this is emergency services, please hold...

  • The display will show 3 numbers, top to bottom, representing a single 3-digit number.
  • Whenever the module activates, these numbers will change.
  • Add the new number to the old one, take the 3 least significant digits, and enter the resulting number. This number is now your old number.
  • If you gain a strike from this module, your old number is replaced with the currently displayed number.

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?

  • To deactivate the module, the player will be required to place 3 Tetris pieces onto the game board.
  • Pieces can be rotated, moved left and right, and placed using the arrow buttons.
  • Pieces will not fall with time, but instead will be placed as far down as possible.
  • Completely filling a row will cause that row to be removed, and other rows will fall down to fill the empty space.
  • If the board fills up, the player will be unable to place new blocks, and will gain strikes.

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 Piano: Piano/Keyboard Reference

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

Appendix BombMfg#AF: Filibuster Configuration

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 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 Alphabet: Alternative Alphabet Encodings Reference

Morse Code:

Numeric Positions:

A1 N14
B2 O15
C3 P16
D4 Q17
E5 R18
F6 S19
G7 T20
H8 U21
I9 V22
J10W23
K11X24
L12Y25
M13Z26

Appendix Math: Mathematical Concepts Reference

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

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, 100

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

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, ...

Binary Conversions

A binary number is a numbed expressed in the base-2 numeral system. In other words, instead of the numbers 0-9, only the numbers 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

Appendix Souvenir: Required Information Reference


ModuleInformation required
3D Maze
What were the markings?
What was the cardinal direction?
Adventure Game
Which correct items did you use?
Which enemy were you fighting?
Binary LEDs
At which numeric value did you cut the correct wire?
Bitmaps
How many pixels were black/white in each quadrant?
Broken Buttons
What were the correct buttons you pressed?
The Button*
What color did the light glow?
Chess
What were the coordinates?
Coordinates
What was the grid size?
What was the solution you selected first?
Double-Oh
Which button was the submit button?
The Gamepad
What were the numbers?
Hexamaze
What was the color of the pawn?
LED Encryption
What were the correct button presses?
Listening
What was the correct code you entered?
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?
Monsplode, Fight!
Which creature was displayed?
Which moves were selectable?
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?

continued on next page...


ModuleInformation required
Neutralization
What was the acid’s color/volume?
Sea Shells
What were the phrases you answered correctly?
Silly Slots
What were the slots in each stage?
Simon Says*
Which colors flashed in the final sequence?
Simon States
Which color(s) flashed in each stage?
Skewed Slots
What were the original numbers?
Souvenir*
What was the first module the other Souvenir asked a question about?
Third Base
What was the display word in the first/second stage?
Two Bits
What were the correct three query responses?
Who's on First*
What was the display word in the first/second stage?
Wire Sequence*
How many wires of each color were there?
Yahtzee
What was the first roll?

* Souvenir modules may have been configured to ignore these modules.