BOMB DEFUSAL MANUAL

Operation Greenhorn Ed.

Version 1.0.4

Verification Code: 241

Video game companion manual. Find out more at www.keeptalkinggame.com

Welcome to the even more dangerous and challenging world of modded
Keep Talking.

To reiterate: you are the expert. In these pages you will find everything you need to know to defuse bombs in the Operation Greenhorn mission pack.
As always — One small oversight and it could all be over!

Quick Module Reference

These pages contain diagrams of all module’s appearances for quick referencing. (The diagrams are also seen at the top right of every manual’s first page.)

Section 1: Modules

Wires
(pg8)

Keypad
(pg10)

Memory
(pg14)

The Bulb
(pg16-17)

Colour Flash
(pg26-27)

Switches
(pg28)

Continued on the next page...

Section 1 (cont)

Crazy Talk
(pg30-31)

Password
(pg33)

Maze
(pg35)

Section 2: Needies

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 includes a set of modules that must be disarmed. Each module is discrete and can usually be disarmed in any order.

Instructions for disarming modules can be found in Section 1. “Needy” modules are a special category of modules and are described in Section 2.

Strikes

When the Defuser makes a mistake, the bomb records a strike which is displayed on the indicator above the countdown timer. Bombs with a strike indicator typically explode upon the third strike. The timer will begin to count down faster for each new strike recorded.

But if no strike indicator is present above the countdown timer, the bomb explodes after the first strike, leaving no room for error.

Strike Indicator

Gathering Edgework

Some disarming instructions require specific information about the bomb, called ‘edgework’. Edgework can typically be found on the top, bottom, or sides of the bomb casing, like the Serial Number. See Appendix A, B, C, and X for identification instructions that are useful in disarming certain modules.

Section 1: Modules

Also known as ‘Solvable modules’ or just ‘Solvables’.

Solvable modules can typically be identified by a status light in the top right corner. When a module is disarmed, this light is lit green.

All solvable 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 to 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
FIRST
DISPLAY
OKAY
SAYS
NOTHING

BLANK
NO
LED
LEAD
READ
RED
REED
LEED
HOLD ON
YOU
YOU ARE
YOUR
YOU’RE
UR
THERE
THEY’RE
THEIR
THEY ARE
SEE
C
CEE

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 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 7-12
The answer to enter is -5.

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

On the Subject of The Bulb

How many bomb defusal experts does it take to screw in a light bulb?

See Appendix A for indicator identification reference.

This module has two buttons labeled I and O and a light bulb, which is either see-through (translucent) or opaque, and is one of six colors: blue, green, purple, red, white or yellow.

If you incur a strike because you pushed a button, ignore it and continue following the current step. If you incur a strike because you unscrewed or screwed in the bulb at an incorrect time, you must undo that before continuing.

Begin at Step 1 below.

While the bulb is screwed in, a long press on either button will reset the module back to Step 1. Attempting this while the bulb is out will incur a strike.

Step 1
  • If the light is on and the bulb is see-through, press I and go to Step 2.
  • If the light is on and the bulb is opaque, press O and go to Step 3.
  • Otherwise, unscrew the bulb and go to Step 4.
Step 2
  • If the bulb is red, press I, then unscrew it and go to Step 5.
  • If the bulb is white, press O, then unscrew it and go to Step 6.
  • Otherwise, unscrew the bulb and go to Step 7.
Step 3
  • If the bulb is green, press I, then unscrew it and go to Step 6.
  • If the bulb is purple, press O, then unscrew it and go to Step 5.
  • Otherwise, unscrew the bulb and go to Step 8.
Step 4
  • If the bomb has any of the following indicators: CAR, IND, MSA or SND, press I and go to Step 9.
  • Otherwise, press O and go to Step 10.
Step 5
  • If the light went off at Step 1, press the same button again, then screw the bulb back in.
  • Otherwise, press the button you haven’t yet pressed, then screw the bulb back in.
Step 6
  • If the bulb went off when you pressed I, press the button that you pressed in Step 1, then screw the bulb back in.
  • Otherwise, press the button that you pressed in Step 2 or 3, then screw the bulb back in.
Step 7
  • If the bulb is green, press I, remember SIG and go to Step 11.
  • If the bulb is purple, press I, then screw it back in and go to Step 12.
  • If the bulb is blue, press O, remember CLR and go to Step 11.
  • Otherwise, press O, then screw the bulb back in and go to Step 13.
Step 8
  • If the bulb is white, press I, remember FRQ and go to Step 11.
  • If the bulb is red, press I, then screw it back in and go to Step 13.
  • If the bulb is yellow, press O, remember FRK and go to Step 11.
  • Otherwise, press O, then screw the bulb back in and go to Step 12.
Step 9
  • If the bulb is blue, press I and go to Step 14.
  • If the bulb is green, press I, then screw it back in and go to Step 12.
  • If the bulb is yellow, press O and go to Step 15.
  • If the bulb is white, press O, then screw it back in and go to Step 13.
  • If the bulb is purple, screw it back in, then press I and go to Step 12.
  • Otherwise, screw the bulb back in, then press O and go to Step 13.
Step 10
  • If the bulb is purple, press I and go to Step 14.
  • If the bulb is red, press I, then screw it back in and go to Step 13.
  • If the bulb is blue, press O and go to Step 15.
  • If the bulb is yellow, press O, then screw it back in and go to Step 12.
  • If the bulb is green, screw it back in, then press I and go to Step 13.
  • Otherwise, screw the bulb back in, then press O and go to Step 12.
Step 11
  • If the bomb has the remembered indicator, press I, then screw the bulb back in.
  • Otherwise, press O, then screw the bulb back in.
Step 12
  • If the light is now on, press I.
  • Otherwise, press O.
Step 13
  • If the light is now on, press O.
  • Otherwise, press I.
Step 14
  • If the bulb is opaque, press I, then screw the bulb back in.
  • Otherwise, press O, then screw the bulb back in.
Step 15
  • If the bulb is see-through, press I, then screw the bulb back in.
  • Otherwise, press O, then screw the bulb back in.

On the Subject of Colored Squares

There is order in chaos. A pattern in the colors. Find it, and all will become clear.

  • Press the squares in the correct group to progress to the next stage.
  • Turn all squares white to disarm the module.
  • To begin, press the color group containing the fewest squares.
  • Then, use the table below to determine the next group to press.
    • To press a 'color group', press every square of that color.
    • To press a 'row group', press every non-white square in the topmost row that isn't completely white.
    • To press a 'column group', press every non-white square in the leftmost column that isn't completely white.
  • Pressing a correct square causes it to turn white. All other squares may change color each stage.
  • Pressing an incorrect square results in a strike and resets all squares (including white ones).
Currently White Squares Previous Group of Squares Pressed
RedBlueGreenYellowMagentaRowColumn
1BlueColumnRedYellowRowGreenMagenta
2RowGreenBlueMagentaRedColumnYellow
3YellowMagentaGreenRowBlueRedColumn
4BlueGreenYellowColumnRedRowMagenta
5YellowRowBlueMagentaColumnRedGreen
6MagentaRedYellowGreenColumnBlueRow
7GreenRowColumnBlueMagentaYellowRed
8MagentaRedGreenBlueYellowColumnRow
9ColumnYellowRedGreenRowMagentaBlue
10GreenColumnRowRedMagentaBlueYellow
11RedYellowRowColumnGreenMagentaBlue
12ColumnBlueMagentaRedYellowRowGreen
13RowMagentaColumnYellowBlueGreenRed
14RedBlueMagentaRowGreenYellowColumn
15ColumnRowColumnRowColumnRowColumn

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 Piano Keys

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

See Appendices A, B, C, and X for edgework identification 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 Complicated Wires

These wires aren’t like the others. Some have stripes! That makes them completely different. The good news is that we’ve found a concise set of instructions on what to do about it! Maybe too concise...

  • Look at each wire: there is an LED above the wire and a space for a “★” symbol below the wire.
  • For each wire/LED/symbol combination, use the Venn diagram below to decide whether or not to cut the wire.
  • Each wire may be striped with multiple colors.
S S C D C S P B D B P S P B D C
Wire has red coloring
Wire has blue coloring
Has ★ symbol
LED is on
Letter Instruction
C Cut the wire
D Do not cut the wire
S Cut the wire if the last digit of the serial number is even
P Cut the wire if the bomb has a parallel port
B Cut the wire if the bomb has two or more batteries

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

On the Subject of Wire Sequences

It’s hard to say how this mechanism works. The engineering is pretty impressive, but there must have been an easier way to manage nine wires.

  • Within this module there are several panels with wires on them, but only one panel is visible at a time. Switch to the next panel by using the down button and the previous panel by using the up button.
  • Do not switch to the next panel until you are sure that you have cut all necessary wires on the current panel.
  • Cut the wires as directed by the following table. Wire occurrences are cumulative over all panels within the module.
Red Wire Occurrences
Wire OccurrenceCut if connected to:
First red occurrenceC
Second red occurrenceB
Third red occurrenceA
Fourth red occurrenceA or C
Fifth red occurrenceB
Sixth red occurrenceA or C
Seventh red occurrenceA, B or C
Eighth red occurrenceA or B
Ninth red occurrenceB
Blue Wire Occurrences
Wire OccurrenceCut if connected to:
First blue occurrenceB
Second blue occurrenceA or C
Third blue occurrenceB
Fourth blue occurrenceA
Fifth blue occurrenceB
Sixth blue occurrenceB or C
Seventh blue occurrenceC
Eighth blue occurrenceA or C
Ninth blue occurrenceA
Black Wire Occurrences
Wire OccurrenceCut if connected to:
First black occurrenceA, B or C
Second black occurrenceA or C
Third black occurrenceB
Fourth black occurrenceA or C
Fifth black occurrenceB
Sixth black occurrenceB or C
Seventh black occurrenceA or B
Eighth black occurrenceC
Ninth black occurrenceC

On the Subject of Connection Check

What is this, some kind of circuit visualization? I don’t even care anymore...

See Appendix B for battery identification reference.

  • This module contains 4 number pairs placed on each side of 4 LEDs and a “Check” button.
  • To disarm this module, you must follow these steps:
    1. Find out in which chart you will be looking for connections, using the rules given below.
    2. For each LED look at the numbers on each side of it and check if there is a line connecting the circles denoted with those numbers in the right chart.
    3. If there is such a connection, switch the LED to GREEN, otherwise switch it to RED.
    4. Press the “CHECK” button. If LED positions are correct, the module will disarm. Otherwise the bomb will register a strike.

To determine the right chart on the next page you will need a character of the bomb’s serial number. Use the following rules to find out which character you need. Then, on the next page, search for that character in the codes that label the charts. The chart with a code containing your character is the chart you are looking for.

If the numbers on this module are all different, use the last character of the serial number.
Otherwise, if there is more than one “1” on the module, look at the first character of the serial number.
Otherwise, if there is more than one “7” on the module, look at the last character of the serial number.
Otherwise, if there are at least three “2” on the module, look at the second character of the serial number.
Otherwise, if there is no “5” on the module, look at the fifth character of the serial number.
Otherwise, if there are exactly two “8”s on the module, look at the third character of the serial number.
Otherwise, if there are more than 6 batteries or no batteries on the bomb, look at the last character of the serial number.
Otherwise, count the number of batteries on the bomb. Use that number to decide which character of the serial number you should look at. E.g.: if there are 3 batteries, look at the third character of the serial number.
SLIM34XYZ2ØDGT15BRO7HPJ6WUF8CAKE9QVN1236458715726438374862512648571313562478354678121836724523148576

On the Subject of Colour Flash

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

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

Continuation of previous table...

The colour of the last word in the sequence is Green:
If a word occurs consecutively with different colours, press No on the fifth entry in the sequence.
If Magenta is used as the word at least three times in the sequence, press No on the first time Yellow is used as either the word or the colour of the word in the sequence.
Otherwise, press Yes on any colour where the colour of the word matches the word itself.
The colour of the last word in the sequence is Blue:
If the colour of the word does not match the word itself three times or more in the sequence, press Yes on the first time in the sequence where the colour of the word does not match the word itself.
If the word Red is shown in Yellow colour, or the word Yellow is shown in White colour, press No when the word White is shown in Red colour.
Otherwise, press Yes the last time Green is either the word or the colour of the word in the sequence.
The colour of the last word in the sequence is Magenta:
If a colour occurs consecutively with different words, press Yes on the third entry in the sequence.
If the number of times the word Yellow appears is greater than the number of times that the colour of the word is Blue, press No the last time the word Yellow is in the sequence.
Otherwise, press No on the first time in the sequence where the colour of the word matches the word of the seventh entry in the sequence.
The colour of the last word in the sequence is White:
If the colour of the third word matches the word of the fourth word or fifth word, press No the first time that Blue is used as the word or the colour of the word in the sequence.
If the word Yellow is shown in Red colour, press Yes on the last time Blue is used as the colour of the word.
Otherwise, press No.

On the Subject of Switches

A yes or no choice isn’t too bad. Unfortunately you have to make five of them and any of them could be your last.

Switches need to be flipped to match the lit indicators either above or below them.

Avoid the following switch states:

On the Subject of the Blind Alley

What? Where?

See Appendices A, B, C, and X for edgework identification reference.

The module appears blank, but has eight touch-sensitive regions laid out as in the following diagram. Touch the regions that have the most conditions met in any order.

  • There is an unlit BOB indicator.
  • There is a lit CAR indicator.
  • There is a lit IND indicator.
  • There is an even number of battery holders.
  • There is an unlit CAR indicator.
  • There is an unlit NSA indicator.
  • There is a lit FRK indicator.
  • There is an RJ-45 port.
  • There is an unlit FRQ indicator.
  • There is an unlit IND indicator.
  • There is an unlit TRN indicator.
  • There is a DVI-D port.
  • There is an unlit SIG indicator.
  • There is an unlit SND indicator.
  • There is a lit NSA indicator.
  • There is an even number of batteries.
  • There is a lit BOB indicator.
  • There is a lit CLR indicator.
  • There is a PS/2 port.
  • There is a serial port.
  • There is a lit FRQ indicator.
  • There is a lit SIG indicator.
  • There is a lit TRN indicator.
  • There is an even digit in the serial number.
  • There is an unlit FRK indicator.
  • There is a lit MSA indicator.
  • There is a parallel port.
  • There is a vowel in the serial number.
  • There is an unlit CLR indicator.
  • There is an unlit MSA indicator.
  • There is a lit SND indicator.
  • There is a stereo RCA port.

On the Subject of Crazy Talk

Nothing. Literally nothing. Blank. Nada.

  1. Text will appear on a display.
  2. Find the exact match and the action in the table below.
  3. Flip the switch down when the bomb timer has the number before the forward slash in the Action column.
  4. Flip the switch back up when the bomb timer has the number after the forward slash in the Action column.
DisplayAction
← ← → ← → →5/4
1 3 2 43/2
LEFT ARROW LEFT WORD RIGHT ARROW LEFT WORD RIGHT ARROW RIGHT WORD5/8
BLANK1/3
LITERALLY BLANK1/5
FOR THE LOVE OF ALL THAT IS GOOD AND HOLY PLEASE FULLSTOP FULLSTOP.9/0
AN ACTUAL LEFT ARROW LITERAL PHRASE5/3
FOR THE LOVE OF - THE DISPLAY JUST CHANGED, I DIDN’T KNOW THIS MOD COULD DO THAT. DOES IT MENTION THAT IN THE MANUAL?8/7
ALL WORDS ONE THREE TO FOR FOR AS IN THIS IS FOR YOU4/0
LITERALLY NOTHING1/4
NO, LITERALLY NOTHING2/5
THE WORD LEFT7/0
HOLD ON IT’S BLANK1/9
SEVEN WORDS FIVE WORDS THREE WORDS THE PUNCTUATION FULLSTOP0/5
THE PHRASE THE WORD STOP TWICE9/1
THE FOLLOWING SENTENCE THE WORD NOTHING2/7
ONE THREE TO FOR3/9
THREE WORDS THE WORD STOP7/3
DISREGARD WHAT I JUST SAID. FOUR WORDS, NO PUNCTUATION. ONE THREE 2 4.3/1
1 3 2 FOR1/0
DISREGARD WHAT I JUST SAID. TWO WORDS THEN TWO DIGITS. ONE THREE 2 4.0/8
WE JUST BLEW UP4/2
DisplayAction
NO REALLY.5/2
← LEFT → LEFT → RIGHT5/6
ONE AND THEN 3 TO 44/7
STOP TWICE7/6
LEFT6/9
..8/5
PERIOD PERIOD8/2
THERE ARE THREE WORDS NO PUNCTUATION READY? STOP DOT PERIOD5/0
NOVEBMER OSCAR SPACE, LIMA INDIGO TANGO ECHO ROMEO ALPHA LIMA LIMA YANKEE SPACE NOVEMBER OSCAR TANGO HOTEL INDEGO NOVEMBER GOLF2/9
FIVE WORDS THREE WORDS THE PUNCTUATION FULLSTOP1/9
THE PHRASE: THE PUNCTUATION FULLSTOP9/3
EMPTY SPACE1/6
ONE THREE TWO FOUR3/7
IT’S SHOWING NOTHING2/3
LIMA ECHO FOXTROT TANGO SPACE ALPHA ROMEO ROMEO OSCAR RISKY SPACE SIERRA YANKEE MIKE BRAVO OSCAR LIMA1/2
ONE 3 2 43/4
STOP.7/4
.PERIOD8/1
NO REALLY STOP5/1
1 3 TOO 42/0
PERIOD TWICE8/3
DisplayAction
1 3 TOO WITH 2 OHS FOUR4/2
1 3 TO 43/0
STOP DOT PERIOD5/0
LEFT LEFT RIGHT LEFT RIGHT RIGHT6/7
IT LITERALLY SAYS THE WORD ONE AND THEN THE NUMBERS 2 3 44/5
ONE IN LETTERS 3 2 4 IN NUMBERS3/5
WAIT FORGET EVERYTHING I JUST SAID, TWO WORDS THEN TWO SYMBOLS THEN TWO WORDS: ← ← RIGHT LEFT → →1/6
1 THREE TWO FOUR3/6
PERIOD7/9
.STOP7/8
NOVEBMER OSCAR SPACE, LIMA INDIA TANGO ECHO ROMEO ALPHA LIMA LIMA YANKEE SPACE NOVEMBER OSCAR TANGO HOTEL INDIA NOVEMBER GOLF0/7
LIMA ECHO FOXTROT TANGO SPACE ALPHA ROMEO ROMEO OSCAR WHISKEY SPACE SIERRA YANKEE MIKE BRAVO OSCAR LIMA6/5
NOTHING1/2
THERE’S NOTHING1/8
STOP STOP7/5
RIGHT ALL IN WORDS STARTING NOW ONE TWO THREE FOUR4/9
THE PHRASE THE WORD LEFT7/1
LEFT ARROW SYMBOL TWICE THEN THE WORDS RIGHT LEFT RIGHT THEN A RIGHT ARROW SYMBOL5/9
LEFT LEFT RIGHT ← RIGHT →5/7
NO COMMA LITERALLY NOTHING2/4
HOLD ON CRAZY TALK WHILE I DO THIS NEEDY2/1
DisplayAction
THIS ONE IS ALL ARROW SYMBOLS NO WORDS2/8
6/3
THE WORD STOP TWICE9/4
← ← RIGHT LEFT → →6/1
THE PUNCTUATION FULLSTOP9/2
1 3 TOO WITH TWO OS 44/1
THREE WORDS THE PUNCTUATION FULLSTOP9/9
OK WORD FOR WORD LEFT ARROW SYMBOL TWICE THEN THE WORDS RIGHT LEFT RIGHT THEN A RIGHT ARROW SYMBOL6/0
DOT DOT8/6
LEFT ARROW6/8
AFTER I SAY BEEP FIND THIS PHRASE WORD FOR WORD BEEP AN ACTUAL LEFT ARROW7/2
ONE THREE 2 WITH TWO OHS 44/3
LEFT ARROW SYMBOL6/4
AN ACTUAL LEFT ARROW6/2
THAT’S WHAT IT’S SHOWING2/1
THE PHRASE THE WORD NOTHING2/6
THE WORD ONE AND THEN THE NUMBERS 3 2 44/8
ONE 3 2 FOUR3/8
ONE WORD THEN PUNCTUATION. STOP STOP.0/9
THE WORD BLANK0/1
FULLSTOP FULLSTOP8/4

On the Subject of Word Search

LZIEAJDHARDERBNCOJWTHANPQIEYBZITLOOKSYWH

A field of 36 letters will appear on the screen within the module. Some of these letters spell out words vertically, horizontally, or diagonally, and may be spelled backwards.

  1. Get the four letters in the corners of the display, then find the boxes on the chart below that have each letter in the same corner.
  2. Once the relevant boxes have been located, check the last digit of the serial number. If it’s even, look for the top word in each box. Otherwise, look for the bottom word.
  3. Out of these words, only one is on the display. Select the first then last letter of this word to disarm the module. The bomb will record a strike if any other words are selected.
HOTEL

DONE
SEARCH

QUEBEC
ADD

CHECK
SIERRA

FIND
FINISH

EAST
PORT

COLOR
BOOM

SUBMIT
LINE

BLUE
KABOOM

ECHO
PANIC

FALSE
MANUAL

ALARM
DECOY

CALL
SEE

TWENTY
INDIA

NORTH
NUMBER

LOOK
ZULU

GREEN
VICTOR

XRAY
DELTA

YES
HELP

LOCATE
ROMEO

BEEP
TRUE

EXPERT
MIKE

EDGE
FOUND

RED
BOMBS

WORD
WORK

UNIQUE
TEST

JINX
GOLF

LETTER
TALK

SIX
BRAVO

SERIAL
SEVEN

TIMER
MODULE

SPELL
LIST

TANGO
YANKEE

SOLVE
CHART

OSCAR
MATH

NEXT
READ

LISTEN
LIMA

FOUR
COUNT

OFFICE
[even]

[odd]

On the Subject of 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 Wire Placement

Sometimes, the wire may look like a face, calming you down... and then you explode.

  • This module contains a 4-by-4 grid of eight wires.
  • Wires can be red, blue, yellow, black or white and connect two adjacent coordinates on the grid.
  • Check the color of the wire connected to C3. In the table below, make sure to only use that color’s column.
  • The rows of the table below indicate the coordinate that color of wire must connect to in order to be cut.
  • Cut all applicable wires to disarm the module.
Wire connected to C3 is
BlackBlueRedWhiteYellow
Cut if color......is connected to:
Yellow D2D1D2A2D1
Blue A2C4A1C4D4
White D3D2D4B3B2
White B2C1B4A1C1
Red A1B3C4B2B3
Blue C3C2C1D3B1
Black B1D4A4D2B4
Red C4D3B1C1C2
Yellow A3C3A2A4A3
Yellow D1A1B2B4A4

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 Shape Shift

The concept is simple: change a shape into another shape according to certain rules. The rules, however, are not so simple.

Starting at the shape displayed on the module, follow the flowchart and submit the first shape which is visited twice.

Is there a DVI-D port? Is there a lit SIG indicator? Is there an RJ-45 port? Does the serial # contain a vowel? Is there a lit IND indicator? Is there a PS/2 port? Is there an unlit FRQ indicator? Is there a parallel port? Are there three or more batteries? Are there two or more AA batteries? Is the last digit of the serial # odd? Is there a lit MSA indicator? Is there an unlit BOB indicator? Is there a lit SND indicator? Is there a stereo RCA port? Is there an unlit CAR indicator? YES NO YES NO YES NO YES NO YES NO YES NO YES NO YES NO YES NO YES NO YES NO YES NO YES NO YES NO YES NO YES NO See Appendices A, B, C, and X for edgework identification reference.

Section 2: Needy Modules

Often shortened to just ‘Needies’.

Needy modules can usually be identified as a module with a small 2‑digit timer in the top center. They activate automatically after some time has passed, but disarming a module may cause them to activate regardless.

Once activated, needy modules sound an alarm. They must be dealt with before their timer expires to prevent a strike.

Needy modules cannot be completely disarmed. Stay alert, because they 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.
  • Unlike most needies, this needy module will not reactivate after the capacitor overloads.

On the Subject of Random Number Generator

We are now at the mercy of RNGesus.

  • When the module activates, there will be two tildes (~) on the display.
  • Hit “Generate” to generate random numbers until you come across a number that matches the rules that apply.
  • Once you find a number that applies, hit “Accept.”

If the last digit of the serial number is...

Odd: The number must be odd.

Even: The number must be even.

If a vowel in the serial number is...

Present: The number must be in between 0 - 49.

Absent: The number must be in between 50 - 99.

On the Subject of Knob

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

= Lit LED, = Unlit LED

Up Position:

Down Position:

Left Position:

Right Position:

On the Subject of Shape Memory

Oh look! It’s that game that everyone knows of but nobody knows the name of!

  • The module has a screen that will display either a circle, a square, or a triangle.
  • The screen will display a shape before the module activates. When the module activates, it may display a different shape. Be sure to check the display before then.
  • There are also two buttons beneath the screen.
    • One button is green and has a checkmark on it. Press it if the shape that is currently being displayed is the same shape as the one that was previously displayed.
    • The other is red and has an X on it. Press it if the shape that is currently being displayed is different from the one that was previously displayed.
  • A correct button press will add 15 seconds to the timer, up to a maximum of 99 seconds.
  • An incorrect button press will record a strike and temporarily disable the module.
  • Running out of time will also record a strike and temporarily disable the module.

Section X: Appendices

The following pages are reference pages for key information required for multiple modules, such as edgework.

Edgework is always found on the sides of the bomb’s casing.

Appendix A: Indicator Identification Reference

Labelled indicator lights can be found on the sides of the bomb casing and are either lit or unlit.

A lit indicator

An unlit indicator

Indicators are labelled with three letters. Duplicates of an indicator label will never appear on a bomb*.

Common Indicators

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

Rare Indicators

  • NLL*

*NLL indicators only appear if all 11 common indicators are present on the bomb. If more than 12 indicators are present, multiple NLL indicators will be present.

Appendix B: Battery Identification Reference

Common battery types can be found within battery holders on the sides of the bomb casing.

Battery holders always have either 2 AA batteries or 1 D battery.

BatteryType
AA
D

Appendix C: Port Identification Reference

Digital and analog ports can be found on sides of the bomb casing.

Ports are often found on dark gray port plates. Port plates come in two types and each type houses different kinds of ports. For each plate type, all possible ports have a 50% chance of being present.

Port plates can also have no ports. These empty port plates are considered to be neither type.

Type AType B
AppearanceNameAppearanceName
Parallel DVI-D
PS/2
Serial RJ-45
Stereo RCA*

There will never be two of the same port on a single port plate.

*Despite its appearance, a Stereo RCA port’s sockets count as one port, not two.

Appendix X: Serial Number Identification Reference

A six character serial number can be found on the sides of the bomb casing. Unlike other edgework, there is always one serial number per bomb.

Specific positions of the serial number have special properties:

  • The first and second positions can either be a letter or a digit.
  • The third and last positions are always digits.
  • The fourth and fifth positions are always letters.

For additional reference:

  • The letters O and Y seldom appear in the serial number. In O’s place, the letter E generates twice as often.
  • A, E, I, O, and U are vowels.
    • Unless otherwise stated, Y is not a vowel.
  • 0, 2, 4, 6, and 8 are even numbers. 1, 3, 5, 7, and 9 are odd numbers.