Bomb Defusal Manual

www.keeptalkinggame.com

Version 1
Verification Code: 241

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 up to 11 modules that must be disarmed. 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 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 Appendix A, B, and C for identification 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 Occurrence Cut if connected to:
First  red occurrence C
Second  red occurrence B
Third  red occurrence A
Fourth  red occurrence A or C
Fifth  red occurrence B
Sixth  red occurrence A or C
Seventh  red occurrence A, B or C
Eighth  red occurrence A or B
Ninth  red occurrence B
Blue Wire Occurrences
Wire Occurrence Cut if connected to:
First  blue occurrence B
Second  blue occurrence A or C
Third  blue occurrence B
Fourth  blue occurrence A
Fifth  blue occurrence B
Sixth  blue occurrence B or C
Seventh  blue occurrence C
Eighth  blue occurrence A or C
Ninth  blue occurrence A
Black Wire Occurrences
Wire Occurrence Cut if connected to:
First  black occurrence A, B or C
Second  black occurrence A or C
Third  black occurrence B
Fourth  black occurrence A or C
Fifth  black occurrence B
Sixth  black occurrence B or C
Seventh  black occurrence A or B
Eighth  black occurrence C
Ninth  black occurrence C

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 Minesweeper

Somehow Minesweeper on a bomb feels oddly redundant.

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

Locating the starting cell

Color #
Red 5
Orange 2
Yellow 3
Green 1
Blue 6
Purple 4

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

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

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

Solving Minesweeper

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

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

On the Subject of 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. A sign scores one point per occurrence of the specified edgework item. 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
R, O P, A S, I L, Z C, K
port
RJ-45 Parallel Serial DVI-D Stereo
RCA
lit indicator
FRK, FRQ BOB, IND CAR, SIG CLR, NSA SND, MSA
unlit indicator
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 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.

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

On the Subject of Flags

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

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

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

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

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

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

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

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

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

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

On the Subject of Logic Gates

There are only 10 types of bomb experts: those who understand logic gates, and those who don’t.

The module contains a circuit of 7 logic gates, lettered A through G. Logic gates are explained on the second page. The circuit has 8 inputs and 1 output. Determine all gate types and find an input configuration that will set the final output to on.

AND
+1
OR
+2
XOR
+3
XNOR
+6
NOR
+5
NAND
+4
  • The first row of 8 LEDs tell you the input states. The second row of 4 LEDs tell you the output states of gates A through D. Use the arrow buttons to cycle through different input configurations, and determine the gate types of the first four gates.
  • One gate type will occur twice on the circuit, all others once. In the following rules, if the found gate type already occurs, and you already found the duplicate, continue taking single steps until you find an available gate type.
  • To find the gate type of gate E:
    • Start at the gate type of gate A in the diagram above.
    • Take the +n number of the gate type of gate B. Take that many steps following the arrows.
  • To find the gate type of gate F:
    • Start at the gate type of gate E in the diagram above.
    • Take the +n number of the gate type of gate C. Take that many steps.
  • To find the gate type of gate G:
    • Start at the gate type of gate F in the diagram above.
    • Take the +n number of the gate type of gate D. Take that many steps.
  • Once you’ve established all gate types, cycle to an input configuration that will set the final output to on. Press ‘CHECK’. If the output is off, you’ve earned a strike.

A logic gate is an elementary building block of a digital circuit. Most logic gates have two inputs and one output. At any given moment, every input and every output is either off (0, false) or on (1, true).

There are seven basic logic gates: NOT, AND, OR, XOR, NAND, NOR and XNOR. The NOT gate has one input and one output. The others have two inputs and one output. Inputs are normally drawn on the left, outputs on the right.

NOT Has only one input. True becomes false, false becomes true. This gate will not be used on the module directly.
AND When both inputs are true, the output is true. Otherwise, the output is false.
OR When either or both inputs are true, the output is true. When both inputs are false, the output is false.
XOR (Exclusive-OR) If either, but not both, inputs are true, the output is true. If neither or both inputs are true, the output is false.
NAND It operates as an AND gate followed by a NOT gate. When both inputs are true, the output is false. Otherwise, the output is true.
NOR It operates as an OR gate followed by a NOT gate. When either or both inputs are true, the output is false. When both inputs are false, the output is true.
XNOR (Exclusive-NOR) It operates as an XOR gate followed by a NOT gate. If either, but not both, inputs are true, the output is false. If neither or both inputs are true, the output is true.
INPUTOUTPUT
ANDORXORNANDNORXNOR
00000111
01011100
10011100
11110001

On the Subject of Flower Button

What IS Elation? ME! I am Elation! Hahahaha~

CAUTION: Any mistake will cause this module to strike repeatedly until detonation!

  • The module has a flower-shaped button and an initially disabled countdown display.
  • Hold the button. This will “solve” the module.
  • Do not release the button until instructed to.

Held Flower Button

  • The module’s countdown timer will have started.
  • Time for the rest of the bomb will have stopped. The bomb can’t be turned.
  • Refer to “Releasing a Held Flower Button” to correctly release the button.
  • The button must be released before the module’s countdown runs out.
  • Release times under 30 may incur bomb time penalties of up to a minute.
  • A time of 00 may still be a valid release time.

Releasing a Held Flower Button

  • The bomb’s countdown timer is sapped: displayed digits will change rapidly.
  • Display positions have “preferred” digits which appear more frequently.
  • The right-most position may have no “preferred” digit.
  • The correct release instruction is encoded in “preferred” digits.
  • Start with “Release when the module countdown timer’s”, then append the appropriate text from applicable columns from left to right.
Tens of minutes digit Units of minutes digit Tens of seconds digit Units of seconds digit
0 either digit is divisible by 0 (or) 4
1 units digit is (a) prime (or) 5
2 every digit ends with 1 or 7 (or) 2
3 neither digit is less than the units digit (or) 8
4 display contains 2 or 8 (or) 1
5 digits’ product is not the same (or) 0
6 tens digit begins with 4 or 6 (or) 3
7 digits’ abs. difference does not contain either digit (or) 9
8 digits’ sum is greater than the tens digit (or) 7
9 display read backwards is 1 away from a / exactly (or) 6

On the Subject of Scripting

As a scripter, I can say none of this makes sense.

  • On this module, a version of “Microsoft Visual Studio” can be found.
  • The script has errors and needs to be fixed.
  • Press the parts of the script that need to be changed.
  • Running a faulty script will strike you.

Section A: Using directives.

Find out what using directives are unnecessary. The number indicates the unnecessary using directive.

3 2 1 B SN Ind All

Rules:

  • If multiple are correct, go to exceptions.
  • None are unnecessary if none of the rules apply.
  • Blue (Top) is true if the amount of lit indicators is greater than all unlit.
  • Red (Bottom-left) is true if the indicator “SND”, “TRN” or “CLR” is present.
  • Green (Bottom-right) is true if the indicator “FRQ”, “SIG” or “BOB” is lit.

Exceptions:

  • If the exception doesn’t apply, no Using directive is unnecessary
  • B: Count the number of batteries. If even, both 1 and 2 are unnecessary.
  • SN: If the Serial Number’s last digit is 5 or higher, 3 is unnecessary.
  • Ind: If the amount of indicators is more than the last Serial digit, 2 and 3 are unnecessary

Section B: The variable.

Check both the variable type and name and cycle through all the different options (Int, Float, Bool and Char). Use only the first option you find in this list.

  • The variable type is “int” when the Int value is lower than the last digit of the serial number.
  • The variable type is “float” when the Float value is lower than the amount of batteries.
  • The variable is “bool” when the condition (the if-statement) is true while the variable is bool.
  • If none of the above apply, use char.

Section C: The method type.

  • If the amount of solved modules is even, then the type is “void”.
  • Else the type is “bool”.

Section D: The action.

Check the action and the using directives, and look up the pair in the final table.

Using directives (Right)

Serial Number (Below)

Any using directive contains “KTaNE” Else
Contains any letter in the word “KTaNE” HandleSolve(); HandleStrike();
Else has a vowel Solve(); Strike();
Else OnSolve(); OnStrike();

On the Subject of Cruel Piano Keys

The devil’s interval approaches...

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

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

Table 1.

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

Table 2.

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

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

Serialism & Music Terminology

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

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

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

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

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

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

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

On the Subject of Festive Piano Keys

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

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

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

On the Subject of Piano Keys

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

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

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

Piano/Keyboard Reference

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

On the Subject of Color Flash

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

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

Continuation of previous table...

The color of the last word in the sequence is Green:
If a word occurs consecutively with different colors, press No on the fifth entry in the sequence.
If Magenta is used as the word at least three times in the sequence, press No on the first time Yellow is used as either the word or the color of the word in the sequence.
Otherwise, press Yes on any color where the color of the word matches the word itself.
The color of the last word in the sequence is Blue:
If the color 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 color of the word does not match the word itself.
If the word Red is shown in Yellow color, or the word Yellow is shown in White color, press No when the word White is shown in Red color.
Otherwise, press Yes the last time Green is either the word or the color of the word in the sequence.
The color of the last word in the sequence is Magenta:
If a color 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 color 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 color of the word matches the word of the seventh entry in the sequence.
The color of the last word in the sequence is White:
If the color 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 color of the word in the sequence.
If the word Yellow is shown in Red color, press Yes on the last time Blue is used as the color of the word.
Otherwise, press No.

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 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
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.

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

On the Subject of Forget Me Not

This one likes attention, but not too much attention.

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

On the 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
TopBottom
LeftMiddleRightLeftMiddleRight
Serial
FirstSecondThirdFourthFifthAll
A834890
B1013738
C211536
D116111177
E055821
F427715
G7442105
H836665
I01100910
J2118056
K525104
L198111111
M179562
N951449
O5981028
P3109197
Q4106148
R8040611
S9406310
T7671153
U11963111
V11112810
W60116112
X4272810
Y107101089
Z3711004
0703586
191010912
22511773
3108104104
4680350
56333011
6115273
7062421
85499107
9382949

On the Subject of Simon States

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

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

On the Subject of 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 Luigi Poker

Well, it’s actually called Picture Poker, but who uses that name? The primary things about this minigame are Luigi and Poker. Thus, Luigi Poker. I guess Nintendo had to get the name to be alliterative, though.

Presented is a felt table with several buttons and two hands of five cards (the hand sitting face up is yours; the one face down is Luigi’s). You start with 10 coins, and your goal is to increase your balance to 100 coins, by gambling. If your balance is 0 or less at the start of a new round, it defaults to 10 coins.

There are six different cards in Luigi Poker: Cloud, Mushroom, Fire Flower, Luigi, Mario and Star. In tie breaks, Cloud is worth the least and Star is worth the most. This priority list is on the module and in Appendix L1F3 54V1NG5.

Also in Appendix L1F3 54V1NG5 is a list of possible hands (best to worst) and the reward for winning a round with each. This list is not on the module.

Select cards from your hand that you want to get rid of, then press “Draw”, or “Hold” if you have none selected. Pressing “Draw” will give the selected cards back to Luigi, who will then deal you new cards, until you have a hand of five again. Afterwards, Luigi will do the same with his own hand.

Once Luigi has finished his turn, your hands will be revealed: whoever has the best hand wins.

  • If you win, you gain the reward listed next to the hand you won the round with, multiplied by the amount you bet with.
  • If you lose, you lose the coins you bet with.
  • If both hands are completely tied, you get the money you bet in this round back.

Ties are broken like so:

  • Hand consists of only pairs: Highest pair wins, succeeded by second-highest pair.
  • Hand has a three of a kind: Highest three of a kind wins, succeeded by highest pair.
  • Hand is four of a kind or five of a kind: Highest four/five of a kind wins.
  • Junk: Not tie-broken.

If you would like to, you may increase your bet from one coin to a maximum of five, by pressing the button labelled “BET!”, before pressing “Draw” or “Hold”.

Pressing the status light will toggle “solve hold mode”; if this mode is enabled when the module would normally solve, it will wait until you press the status light again, before solving.

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

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.

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 answer with the keypad and press '=' to submit your answer. Use '-' to toggle the sign. Don't blow up!

On the Subject of Needy Slots

Huh. You’d think a bomb would stop a gambling addiction, but I guess not.

While the WINNER sign has flashing lights:

  • If the slot machine has valid set of symbols in any order, do not pull the lever again.
  • Otherwise, before the lever is fully raised, pull the lever.
  • If the result is X X X, the lever will rise rapidly.

If the WINNER sign has alternating flashing lights:

Valid Slots
No StrikesL L LL T BT B B
1 Strike L L TL B XT T B
2+ StrikesL L LT T XT B X

If the WINNER sign flashes all together:

Valid Slots
No StrikesL X XL T BT T T
1 Strike L L LL T XB B X
2+ StrikesT B XB B XB B B

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 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 A-90

Halt your movements! Wait, wrong guy. Then again A-90 your movements doesn’t actually make sense.

  • When A-90 attacks, don’t do anything.

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 L1F3 54V1NG5: Card Priority List and List of Possible Hands