RealBen9's 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 Backgrounds

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

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

Step 1:

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

Step 2:

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

Table A (Step 2) :

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

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

Table B (Step 1) : Priority rules

Rule 1st Letter 2nd Letter
If the colour of the backing matches the colour of the button
A
C
Otherwise, if the button or the backing (but not both) are white or black
D
B
Otherwise, if there are no D batteries present on the bomb*
C
E
Otherwise, if there are no AA batteries present on the bomb
D
D
Otherwise, if the button and the backing are primary colours**
B
F
Otherwise, if the colour of the button is a secondary colour***
F
E
Otherwise, if there is an unlit SND indicator present on the bomb
E
B
Otherwise, if the bomb contains a Serial port
B
C
Otherwise, if the backing's colour mixed with blue creates the button’s colour****
C
D
Otherwise, use this rule (This rule can be used twice)
E
A

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

On the Subject of Bitwise Operations

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

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

Here is a table of explanations of each bitwise operator:

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

On the Subject of 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 3rd or 1st 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 one 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 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.

600215573683487124
884631702264075513
742753054118863062
521004438537612876
336578210056124487
478126681472500335
063842846320751751
257367165801348240
115480327745236608

On the Subject of Green Arrows

What’s the point?

On the module are 4 directional buttons, and a display screen in the middle.

If the buttons are not Green, you’re looking at a different module.

On the screen is a random number between 00 & 99. Look at the table below to find the correct button to press. Use the 10s digit as the column, and the 1s digit as the row. After each correct press, the number will change. Keep repeating the process, and the module will be disarmed after 7 consecutive correct presses. Pressing the wrong button will register a strike and reset your streak.

0-1-2-3-4-5-6-7-8-9-
-0DownUpRightLeftRightUpRightLeftRightUp
-1LeftUpDownRightLeftDownLeftRightUpDown
-2UpDownUpDownUpDownUpUpRightDown
-3RightLeftRightUpRightUpRightRightUpLeft
-4DownUpDownRightUpRightDownUpLeftUp
-5UpDownUpDownUpDownUpLeftDownDown
-6RightLeftRightLeftRightLeftDownDownUpLeft
-7DownUpDownUpDownUpRightLeftRightUp
-8UpDownUpRightLeftRightDownRightLeftDown
-9RightLeftRightUpDownLeftDownUpDownLeft

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 4 symbols $ * & #. Match the sound clip to the table below and enter the code via the 4-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 Mastermind (+ Cruel)

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

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

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

Note that the table has been simplified & so the colour white has been shown from the original table to show the simplifications.

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

Colour on the display: Left number Right number
White Left colour: A B
Right colour: # of batteries # of solved modules
Colour:
WhiteABBatteriesSolved modules
MagentaCALit indicatorsLast serial number digit
YellowBCSum of serial number digitsPorts
GreenBAModules on the bombUnlit indicators
RedCBDistinct port typesStrikes
BlueACFirst serial number digitBattery holders

On the Subject of Navinums

You should never write words using numbers unless...

The module consists of 5 displays, each containing a digit. Disarming this module involves two stages.

Stage 1: Press 8 directional displays

Look up the middle display’s digit in Table 1 below. The sequence of numbers obtained indicates which directional digits to press. “1” indicates the lowest digit, “4” the highest. After each press, the directional displays change, but the middle digit remains the same.

Additionally, move around in the grid below Table 1 starting with the cell containing the middle digit. Then, for each directional display pressed, move one space in the corresponding direction in this grid. The grid wraps around.

The module can be reset by clicking & holding the center display for 2 seconds.

Stage 2: Press the middle display

In this stage, the digit in the middle display changes every second. Press the middle display when the digit displayed is equal to the digit last landed on in the grid below Table 1.

The diagram shows a panel with three letters along the left, three numbers along the right and three criss-crossing wires linking them.
                            There are up and down arrows surrounding the panel and four LEDs to the right.

On the Subject of Not Wire Sequences

It’s hard to say how this manual works. The writing is somewhat clear, but there must have been an easier way to manage 12 wires. Yes, this manual does defeat the purpose of the module, but I know we have all broken a little hearing "45".

Black
The0. 30. colour1. 31. of2. 32. each3. 33. wire4. 34. represents5. 35. a6. 36. paragraph7. 37. within8. 38. this9. 39. manual10. 40., and11. 41. each12. 42. number13. 43. on14. 44. the15. 45. right16. 46. corresponds17. 47. to18. 48. the19. 49. word20. 50. at21. that22. position23. into24. the25. paragraph26. , indexing27. from28. zero29. .
Red
There0. will1. always2. be3. three4. wires5. on6. each7. panel8. . For9. each10. pair11. of12. letter13. and14. number15. connected16. by17. a18. wire19. , index20. that21. many22. words23. into24. the25. paragraph26. indicated27. by28. the29. colour30. of31. the32. wire33. , and34. if35. the36. word37. located38. contains39. the40. letter41. connected42. to43. the44. wire45. , cut46. it47. . Otherwise48. , leave49. it50. alone. Repeat the procedure mentioned for all twelve wires.
Blue
After0. 41. all1. 42. wires2. 43. necessary3. 44. have4. 45. been5. 46. cut6. 47. , press7. 48. the8. 49. down9. 50. button10. to11. move12. on13. to14. the15. next16. panel17. . The18. module19. will20. be21. disarmed22. after23. all24. four25. panels26. have27. had28. their 29. required30. wires31. cut32. . Cutting33. an34. incorrect35. wire36. will37. register38. a39. strike40. .
Yellow
The0. 35. first1. 36. word2. 37. of3. 38. each4. 39. paragraph5. 40. will6. 41. be7. 42. bolded8. 43. , and9. 44. the10. 45. last11. 46. word12. 47. of13. 48. each14. 49. paragraph15. 50. will16. be17. underlined18. . This19. is20. to21. ensure22. that23. the24. boundaries25. between26. each27. body28. of29. text30. are31. very32. clearly33. established34. .
Green
When0. locating1. a2. word3. from4. a5. paragraph6. , start7. from8. the9. first10. word11. at12. zero13. , and14. count15. along16. until17. you18. have19. reached20. the21. desired22. number23. . If24. the25. number26. given27. is28. larger29. than30. the31. amount32. of33. words34. in35. the36. paragraph37. , move38. back39. to40. the41. first42. word43. of44. the45. paragraph46. after47. you48. have49. reached50. the end.

On the Subject of Red Arrows

I think you get the point now.

On the module are 4 directional buttons, and a display screen in the middle.

If the buttons are not Red, you’re looking at a different module.

On the screen is a random number somewhere between 0 to 9. That is your starting position in the maze below. Once your first valid move have been made, the display will turn blank.

To solve the module, use the buttons to navigate the maze toward the last digit of the Serial Number.

0 1 2 3 4 5 6 7 8 9

On the Subject of Simon Screams

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

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

Stage 1: first flashing colour

Stage 2: second flashing colour

Stage 3: third flashing colour

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

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 1 correct wire needs to be cut to disarm the module.
  • Wire ordering begins with the first on the top.
3
no redcut 2nd wire
exactly: blue blue redcut 2nd wire
otherwisecut 3rd wire
4
≥ 2 red & SN oddcut last red wire
last yellow & no redcut 1st wire
1 bluecut 1st wire
≥ 2 yellowcut 4th wire
otherwisecut 2nd wire
5
last black & SN oddcut 4th wire
1 red & ≥ 2 yellowcut 1st wire
no blackcut 2nd wire
otherwisecut 1st wire
6
no yellow & SN oddcut 3rd wire
1 yellow & ≥ 2 whitecut 4th wire
no redcut 6th wire
otherwisecut 4th 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.

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

Bomb 2+B *CAR 3+B *FRK
Colour Red Blue White
Action Tap Tap Hold Hold Tap Hold
EN Hold Detonate Abort

Releasing a Held Button

Blue = 4
Yellow = 5
Otherwise = 1
CS Držet Odpálit Zrušit
DA Hold Spræng Afbryd
DE Gedrückt halten Zünden Abbrechen
ET Hoia Õhka Katkesta
ES MANTENER DETONAR ABORTAR
EO Tenu Eksplodigu Haltu
FR Maintenir Déclencher Arrêter
IT Tieni Premuto Detona Annulla
NL Vasthouden Ontsteken Afbreken
NO Hold inne Detoner Avbryt
PL Przytrzymaj Zdetonuj Anuluj
PT Segurar Detonar Abortar
FI Pidä Räjäytä Keskeytä
SV Håll ned Detonera Avbryt
RU Держать Взорвать Стоп
HE החזק פוצץ בטל
TH กดค้าง จุดชนวน ยกเลิก
KO 누른채 유지 폭파 접근금지
JP 長押し 爆破 中止
ZHS 按住 引爆 解除

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.
  • Unique symbols are marked.


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 coloured buttons will flash.
  2. Using the correct table below, press the button with the corresponding colour.
  3. The original button will flash, followed by another. Repeat this sequence in order using the colour mapping.
  4. The sequence will lengthen by one each time you correctly enter a sequence until the module is disarmed. (Length 3-5)
BlueYellowRedGreen

If the serial number contains a vowel:

Red Flash Blue Flash Green Flash Yellow Flash
Button to press:No StrikesBlueRedYellowGreen
1 StrikeYellowGreenBlueRed
2 StrikesGreenRedYellowBlue

If the serial number does not contain a vowel:

Red Flash Blue Flash Green Flash Yellow Flash
Button to press:No StrikesBlueYellowGreenRed
1 StrikeRedBlueYellowGreen
2 StrikesYellowGreenBlueRed

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 & use step 1 to see which label to read.
  2. Using this label, use step 2 to see which button to push.
  3. Repeat until the module has been disarmed.
  4. Marked words require little confirmation on how to spell them if understood correctly.
Step 1 - Read Step 2 - Push the first one present
B L
BLANKM R
CT R
CEEB R
DISPLAYB R
FIRSTT R
HOLD ONB R
LEADB R
LEDM L
LEEDB L
NOB R
NOTHINGM L
OKAYT R
READM R
REDM R
REEDB L
SAYSB R
SEEB R
THEIRM R
THEREB R
THEY AREM L
THEY’REB L
URT L
YESM L
YOUM R
YOU AREB R
YOU’REM R
YOURM R
BLANKWAIT, RIGHT, OKAY, MIDDLE, BLANK
DONESURE, UH HUH, NEXT, WHAT?, YOUR, UR, YOU’RE, HOLD, LIKE, YOU, U, YOU ARE, UH UH, DONE
FIRSTLEFT, OKAY, YES, MIDDLE, NO, RIGHT, NOTHING, UHHH, WAIT, READY, BLANK, WHAT, PRESS, FIRST
HOLDYOU ARE, U, DONE, UH UH, YOU, UR, SURE, WHAT?, YOU’RE, NEXT, HOLD
LEFTRIGHT, LEFT
LIKEYOU’RE, NEXT, U, UR, HOLD, DONE, UH UH, WHAT?, UH HUH, YOU, LIKE
MIDDLEBLANK, READY, OKAY, WHAT, NOTHING, PRESS, NO, WAIT, LEFT, MIDDLE
NEXTWHAT?, UH HUH, UH UH, YOUR, HOLD, SURE, NEXT
NOBLANK, UHHH, WAIT, FIRST, WHAT, READY, RIGHT, YES, NOTHING, LEFT, PRESS, OKAY, NO
NOTHINGUHHH, RIGHT, OKAY, MIDDLE, YES, BLANK, NO, PRESS, LEFT, WHAT, WAIT, FIRST, NOTHING
OKAYMIDDLE, NO, FIRST, YES, UHHH, NOTHING, WAIT, OKAY
PRESSRIGHT, MIDDLE, YES, READY, PRESS
READYYES, OKAY, WHAT, MIDDLE, LEFT, PRESS, RIGHT, BLANK, READY
RIGHTYES, NOTHING, READY, PRESS, NO, WAIT, WHAT, RIGHT
SUREYOU ARE, DONE, LIKE, YOU’RE, YOU, HOLD, UH HUH, UR, SURE
UUH HUH, SURE, NEXT, WHAT?, YOU’RE, UR, UH UH, DONE, U
UH HUHUH HUH
UH UHUR, U, YOU ARE, YOU’RE, NEXT, UH UH
UHHHREADY, NOTHING, LEFT, WHAT, OKAY, YES, RIGHT, NO, PRESS, BLANK, UHHH
URDONE, U, UR
WAITUHHH, NO, BLANK, OKAY, YES, LEFT, FIRST, PRESS, WHAT, WAIT
WHATUHHH, WHAT
WHAT?YOU, HOLD, YOU’RE, YOUR, U, DONE, UH UH, LIKE, YOU ARE, UH HUH, UR, NEXT, WHAT?
YESOKAY, RIGHT, UHHH, MIDDLE, FIRST, WHAT, PRESS, READY, NOTHING, YES
YOU AREYOUR, NEXT, LIKE, UH HUH, WHAT?, DONE, UH UH, HOLD, YOU, U, YOU’RE, SURE, UR, YOU ARE
YOUSURE, YOU ARE, YOUR, YOU’RE, NEXT, UH HUH, UR, HOLD, WHAT?, YOU
YOURUH UH, YOU ARE, UH HUH, YOUR
YOU’REYOU, YOU’RE

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.
  • Make sure you take note of the positions & labels of all pressed buttons.
  • Pressing an incorrect button will cause a strike & reset the module back to stage 1.
  • Button positions are ordered from left to right.

Stage 1

  • 1 ⇒ position 2
  • 2 ⇒ position 2
  • 3 ⇒ position 3
  • 4 ⇒ position 4

Stage 2

  • 1 ⇒ label 4
  • 2 ⇒ stage 1 position
  • 3 ⇒ position 1
  • 4 ⇒ stage 1 position

Stage 3

  • 1 ⇒ stage 2 label
  • 2 ⇒ stage 1 label
  • 3 ⇒ position 3
  • 4 ⇒ label 4

Stage 4

  • 1 ⇒ stage 1 position
  • 2 ⇒ position 1
  • 3 ⇒ stage 2 position
  • 4 ⇒ stage 2 position

Stage 5

  • 1 ⇒ stage 1 label
  • 2 ⇒ stage 2 label
  • 3 ⇒ stage 4 label
  • 4 ⇒ stage 3 label

Grid

StagePositionLabel
Stage 12341234
Stage 212341234
Stage 312341234
Stage 412341234

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 repeats.
  • Once the word is identified, set the corresponding frequency and press the transmit (TX) button.
  • A short flash represents a dot. A long flash represents a dash. There is a long gap between letters. There is a very long gap before the word repeats.
  • Gray morse letters don't need to be memorised.
  • Orange morse letters don't need to be memorised if interpreted optimally.
  • Marked letters in the frequency table indicate the only required letters from the start to identify the word.
LetterMorse
a.-
b-...
c-.-.
d-..
e.
f..-.
g--.
h....
i..
j.---
k-.-
l.-..
m--
n-.
o---
p.--.
q--.-
r.-.
LetterMorse
s...
t-
u..-
v...-
w.--
x.--.
y-.--
z--..
0-----
1.----
2..---
3...--
4....-
5.....
6-....
7--...
8---..
9----.
If the word is: Respond at frequency: Right arrow presses:
shell3.505 MHz0
halls3.515 MHz1
slick3.522 MHz2
trick3.532 MHz3
boxes3.535 MHz4
leaks3.542 MHz5
strobe3.545 MHz6
bistro3.552 MHz7
flick3.555 MHz8
bombs3.565 MHz9
break3.572 MHz10
brick3.575 MHz11
steak3.582 MHz12
sting3.592 MHz13
vector3.595 MHz14
beats3.600 MHz15

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...

Note that if a multicoloured wire is part-white, consider it to only have its other colour. (Example : White-Red = Red)

Follow these rules in the order they are listed. If a rule applies, cut the wire.

Alternatively, use the table below to decide whether or not to cut the wire.

  1. The wire is white and its LED is off.
  2. The wire is red, has a star and its LED is off.
  3. The last digit of the serial number is even, the wire's LED is off and it has no star.
  4. The last digit of the serial number is even, the wire is red-blue and its LED is on and it has no star.
  5. The bomb has 2+ Batteries, the wire is red and its LED is on.
  6. The bomb has 2+ Batteries, the wire is white and its LED is on and it has a star.
  7. The bomb has a parallel port, the wire is blue and its LED is on.
  8. The bomb has a parallel port, the wire is red-blue, has a star and its LED is off.
  9. Otherwise, don't cut the wire.
None LED Star Both
Wire Colour is: White Cut Don't Cut ≥ 2 Batt
Red SN Even ≥ 2 Batt Cut ≥ 2 Batt
Blue SN Even Parallel Don't Parallel
Both SN Even SN Even Parallel Don't

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:
1st red occurrenceC
2nd red occurrenceB
3rd red occurrenceA
4th red occurrenceA or C
5th red occurrenceB
6th red occurrenceA or C
7th red occurrenceAny
8th red occurrenceA or B
9th red occurrenceB
Blue Wire Occurrences
Wire OccurrenceCut if connected to:
1st blue occurrenceB
2nd blue occurrenceA or C
3rd blue occurrenceB
4th blue occurrenceA
5th blue occurrenceB
6th blue occurrenceB or C
7th blue occurrenceC
8th blue occurrenceA or C
9th blue occurrenceA
Black Wire Occurrences
Wire OccurrenceCut if connected to:
1st black occurrenceAny
2nd black occurrenceA or C
3rd black occurrenceB
4th black occurrenceA or C
5th black occurrenceB
6th black occurrenceB or C
7th black occurrenceA or B
8th black occurrenceC
9th 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.
  • Naming each maze may help you memorise it. Here are some examples :
  • Conversation, ???, ???, Alley, Elephant, Gully, Polar Express, The Big L, ???

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 6 possibilities for that position.
  • Only one combination of the available letters will match a password below.
  • Press the submit button once the correct word has been set.
  • The following letters are never used in the respective slots :
  • Any : J,Q,X,Z
  • 1 : D,I,J,K,M,Q,U,V,X,Y,Z
  • 2 : C,D,J,K,N,Q,S,U,W,X,Y,Z
  • 3 : B,C,D,F,M,N,J,K,P,Q,S,W,X,Y,Z
  • 4 : B,F,J,K,M,P,Q,V,W,X,Y,Z
  • 5 : B,C,F,I,J,M,O,P,Q,S,U,V,X,Z
Aaboutafteragain
Bbelow
Ccould
Eevery
Ffirstfound
Ggreat
Hhouse
Llargelearn
Nnever
Oother
Pplaceplantpoint
Rright
Ssmallsoundspellstillstudy
THtheirtherethesethingthinkthree
Wwaterwherewhichworldwouldwrite

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".
  • Failure to respond correctly or within 40 seconds will cause a strike.
  • Respond to "VENT GAS?" with "Y" for "Yes".
  • Respond to "DETONATE?" with "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.

  • If left unchecked, this capacitor will cause a strike after 45 seconds.
  • Discharge the capacitor before it overloads by holding down the lever to increase the timer.

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 (40 seconds) 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.
  • The rotation offsets are shown here in this order : UP, DOWN, LEFT, RIGHT

LED Configurations

Up Position (UP, DOWN, LEFT, RIGHT) :

X XX
XXXX X
X X X
XX XX

Down Position (DOWN, UP, RIGHT, LEFT) :

XX X
XXXX X
X X X
X X

Left Position (LEFT, RIGHT, DOWN, UP) :

X
X XXX
X
XX

Right Position (RIGHT, LEFT, UP, DOWN) :

X XXXX
XXX X
X XX
XXX X


X = Lit LED

Appendix A : Indicator Identification Reference

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

IndicatorsNATO
BOBBob
CARCar
CLRC L R
FRKF R Kilo
FRQF R Quebec
INDI N D
MSAMike S A
NSANovember S A
SIGSig
SNDS N D
TRNT R N

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 K : Keypad Symbol Reference

"I'm not sure what these symbols are." Well now you do.

Symbol: Name: Origin:
Copyright sign Symbol used to indicate that a work is protected by exclusive rights to its use and distribution.
Black star Simply a filled-in star. Not used as a letter in any writing system.
White star Simply a hollow star. Not used as a letter in any writing system.
Arabic letter Teh with ring Letter used in the Arabic alphabet, with an old/discontinued diacritic.
Cyrillic capital letter Zhe with descender Letter derived from Zhe (Ж) used in the Dungan, Kalmyk, Tatar and Turkmen variants of the Cyrillic alphabet.
Greek capital letter Omega Letter used in the Greek alphabet, both modern and ancient.
Cyrillic capital letter iotified Big Yus Letter used in early forms of the Cyrillic alphabet.
Cyrillic capital letter Omega with Titlo Letter used in early forms of the Cyrillic alphabet, with an old diacritic.
Coptic symbol Kai Symbol used to represent “and” in the discontinued Coptic writing system. Similar in use to modern & (ampersand).
Coptic small letter gangia A letter from the Coptic alphabet, a discontinued writing system now only used in liturgy.
Cyrillic small letter Be Letter widely used in almost all variants of the Cyrillic alphabet.
Symbol: Name: Origin:
Greek letter archaic Koppa Letter that was used in early forms of the Greek alphabet. Now replaced by kappa (Κ).
Cyrillic capital letter Little Yus Letter that was used in early forms of the Cyrillic alphabet. Now replaced by Ya (Я).
Latin small letter AE Ligature of A and E, originating from Latin script. Used in modern languages, including French and Icelandic.
Cyrillic capital letter Komi Dzje Letter used exclusively in the Komi variant of the Cyrillic alphabet.
Cyrillic capital letter E with diaeresis Letter used in early forms of the Cyrillic alphabet. Now replaced by E (Э).
Combining Cyrillic hundred thousands sign Used in the (discontinued) Cyrillic counting system, written around another character to multiply its value by 100,000.
Cyrillic capital letter short I with tail Letter used exclusively in the Kildin Sami language. Variant of short I (Й).
Cyrillic capital letter Ksi Letter used in early versions of the Cyrillic alphabet. There is no modern equivalent.
Inverted question mark Used exclusively in the Spanish language to begin a question.
Pilcrow sign Symbol formerly used to separate paragraphs in articles or essays. Today used by word processing software to mark paragraphs in a way that won’t be printed.
Greek capital dotted lunate Sigma symbol Symbol used in ancient Greek writing to make editorial corrections.
Symbol: Name: Origin:
Greek capital reversed dotted lunate Sigma symbol Symbol used in ancient Greek writing to make editorial corrections.
Greek capital letter Psi Letter used in the Greek alphabet, both modern and ancient.
Cyrillic capital letter Big Yus Letter that was used in early forms of the Cyrillic alphabet.
Cyrillic capital letter Abkhasian Ha Letter used exclusively in the Abkhazian variant of the Cyrillic alphabet.
Cyrillic thousands sign Used in the (discontinued) Cyrillic counting system to represent one thousand.
Greek small letter Koppa Letter that was used in early forms of the Greek alphabet. Now replaced by kappa (Κ).
Greek small letter Zeta The lower-case letter Zeta (ζ) in the Greek alphabet, both modern and ancient.
Latin small letter Lambda with stroke Letter used in Americanist phonetic notation, derived from Greek lambda (λ) and used to represent the voiceless alveolar lateral affricate (t͡ɬ).
Cyrillic capital letter Yat Letter used in early versions of the Cyrillic alphabet. In Russian now supplanted by Myagkiy Znak (Ь).

Appendix N : NATO Phonetic Alphabet Reference

CharacterTelephony
AAlpha
BBravo
CCharlie
DDelta
EEcho
FFoxtrot
GGolf
HHotel
IIndia
JJuliet
KKilo
LLima
MMike
NNovember
OOscar
PPapa
QQuebec
RRomeo
SSierra
TTango
UUniform
VVictor
WWhiskey
XX-Ray
YYankee
ZZulu