The Defuser must never read this manual. The Experts must never look at the bomb.
Section 0 · Reading the bomb
Every rule below can depend on the bomb's casing — the serial plate, battery cells, indicator lamps and ports shown above the modules. Ask the Defuser to read these out before you start.
•
Serial — six characters. The last character is always a digit. Vowels are A, E, I, O and U. Zero counts as an even digit.
•
Batteries — count the battery cells on the casing.
•
Indicators — three-letter lamps such as VLT or LNK. An indicator is "lit" only when its lamp is glowing.
•
Ports — labelled sockets such as Parallel or USB.
Within each module, always apply the first rule that matches and ignore everything below it.
Section 1 · Wire Bank
Wires are numbered from the top, starting at 1. Cut exactly one wire. Find the list matching the number of wires on the module.
3 wires
1.
If there are no blue wires, cut wire 1.
2.
Otherwise, if the last wire is black, cut wire 2.
3.
Otherwise, if there is more than one red wire, cut the last red wire.
4.
Otherwise, cut the last wire.
4 wires
1.
If there is exactly one white wire and the last digit of the serial is even, cut the white wire.
2.
Otherwise, if there are no yellow wires and the last wire is red, cut wire 1.
3.
Otherwise, if there is more than one blue wire, cut the first blue wire.
4.
Otherwise, if there are exactly two black wires, cut the last black wire.
5.
Otherwise, cut wire 3.
5 wires
1.
If wire 1 is yellow and the bomb has at least one battery, cut wire 4.
2.
Otherwise, if there are no black wires, cut wire 2.
3.
Otherwise, if there is exactly one red wire and more than one white wire, cut wire 5.
4.
Otherwise, if the serial contains a vowel, cut wire 1.
5.
Otherwise, cut wire 3.
6 wires
1.
If there are no white wires and the last digit of the serial is odd, cut wire 6.
2.
Otherwise, if there is exactly one yellow wire and more than one black wire, cut wire 1.
3.
Otherwise, if there are no red wires, cut wire 2.
4.
Otherwise, if the number of blue wires is even (zero counts as even), cut wire 4.
5.
Otherwise, cut wire 3.
Section 2 · Trigger
First decide whether to tap the trigger or hold it. A tap is a press released immediately.
1.
If the trigger is blue and reads ABORT, hold the trigger.
2.
Otherwise, if there is more than one battery and the trigger reads DETONATE, tap the trigger.
3.
Otherwise, if the trigger is white and there is a lit LNK indicator, hold the trigger.
4.
Otherwise, if there are more than two batteries and the bomb has a Parallel port, tap the trigger.
5.
Otherwise, if the trigger is yellow, hold the trigger.
6.
Otherwise, if the trigger is red and reads HOLD, tap the trigger.
7.
Otherwise, hold the trigger.
Releasing a held trigger
While the trigger is held, the strip beside it lights up. Release the trigger when the countdown timer shows the matching digit in any position.
Strip colour
Release when the timer shows
Blue
a 4
Yellow
a 5
Any other colour
a 1
Section 3 · Glyph Pad
Exactly one column below contains all four glyphs shown on the module. Press the four glyphs in the order they appear in that column, reading top to bottom.
1
Π
Ψ
∇
Ϟ
Ђ
Λ
Δ
2
Θ
Ж
Φ
Ѵ
∂
Σ
Я
3
⊗
Φ
Ϟ
Џ
Ϡ
∮
Π
4
Δ
Ξ
Ю
Ђ
Я
∮
Ж
5
Ѵ
∂
Ψ
∇
Ω
Λ
Γ
6
‡
⊕
Ю
Γ
⊗
Ω
Σ
Section 4 · Colour Relay
The module flashes a sequence of colours, then waits for your input. Each round adds one more flash; clear 5 rounds to disarm it.
A flashed colour is not the colour to press. Translate every flash with the table below, then press the translated colours in the same order. The table depends on the number of strikes currently on the bomb — re-read it after every strike.
If the serial contains a vowel
0 strikes
Red → Blue
Blue → Red
Green → Yellow
Yellow → Green
1 strike
Red → Yellow
Blue → Green
Green → Blue
Yellow → Red
2+ strikes
Red → Green
Blue → Yellow
Green → Red
Yellow → Blue
If the serial contains no vowel
0 strikes
Red → Blue
Blue → Yellow
Green → Red
Yellow → Green
1 strike
Red → Red
Blue → Green
Green → Yellow
Yellow → Blue
2+ strikes
Red → Yellow
Blue → Red
Green → Green
Yellow → Blue
Section 5 · Recall Grid
Five stages. The display shows a large digit; the four buttons each carry a label from 1 to 4 in a shuffled order. Position means the place on the row, counting 1 to 4 from the left. Label means the digit printed on the button.
Write down the position and label you pressed at every stage — later stages refer back to them. A wrong press resets the module to stage 1.
Stage 1
Display
Action
1
Press the button in position 3
2
Press the button in position 1
3
Press the button in position 1
4
Press the button in position 4
Stage 2
Display
Action
1
Press the button labelled 2
2
Press the button in the same position as stage 1
3
Press the button in position 4
4
Press the button labelled 1
Stage 3
Display
Action
1
Press the button with the same label as stage 2
2
Press the button in position 2
3
Press the button with the same label as stage 1
4
Press the button in position 3
Stage 4
Display
Action
1
Press the button in the same position as stage 2
2
Press the button in position 4
3
Press the button in the same position as stage 1
4
Press the button with the same label as stage 3
Stage 5
Display
Action
1
Press the button with the same label as stage 3
2
Press the button with the same label as stage 1
3
Press the button in the same position as stage 4
4
Press the button with the same label as stage 2
Section 6 · Passphrase
Five dials, each cycling through six letters. Exactly one word from the list below can be spelled with them. Ask the Defuser to read out the letters available on each dial, eliminate words that cannot be spelled, then set the dials and press SUBMIT.
ABOUT
AFTER
ALERT
BLAST
BRAVE
CABLE
CHARM
CLOCK
CRUSH
DEBUG
DELAY
DRIFT
ERROR
FLASH
FORCE
FROST
GHOST
GLASS
GRAND
HASTE
LIGHT
LUNAR
METAL
NOISE
ORBIT
PANIC
PLANT
PRIME
QUIET
RELAY
RIVET
SHARP
SIREN
SOLID
SPARK
STEAM
STORM
TIMER
TRUST
VAPOR
WIRES
WRONG
Section 7 · Tagged Wires
Every wire has a colour, may carry a stripe, and may carry a lit tag. Look up the exact combination below. Cut every wire the table marks and leave the rest alone — cutting a wire that should stay is a strike.
Wire
Cut it?
Red, plain
Always
Red, plain, lit tag
Only if the serial ends in an even digit
Red, striped
Only if the bomb has two or more batteries
Red, striped, lit tag
Never
Blue, plain
Only if the serial ends in an even digit
Blue, plain, lit tag
Only if the bomb has a Parallel port
Blue, striped
Never
Blue, striped, lit tag
Always
White, plain
Never
White, plain, lit tag
Only if the bomb has two or more batteries
White, striped
Always
White, striped, lit tag
Only if the bomb has a Parallel port
Section 8 · Cipher Lock
The module shows five scrambled letters. Work out the shift, apply it to every letter, and the result is a word from the Passphrase list in Section 6. Set the dials to that word and press DECODE.
1.
Shift size = (batteries × 3 + the last digit of the serial), then take the remainder after dividing by 25, then add 1.
2.
If the serial contains no vowel, shift each letter FORWARD through the alphabet by that amount.
3.
If the serial contains a vowel, shift each letter BACKWARD instead.
4.
The alphabet wraps around: shifting Z forward by one gives A.
Several list words can usually be spelled on the dials, so the decode is the only way to know which one is right.
Section 9 · Load Balance
Read the resistor's three colour bands left to right. The first two are digits, the third is the number of zeros to add.
black
0
brown
1
red
2
orange
3
yellow
4
green
5
blue
6
violet
7
grey
8
white
9
Then work out the limit: add up every digit in the serial, add one, and multiply by 100.
Compare value to limit
Press
Value is at least twice the limit
HIGH
Value is at most half the limit
LOW
Anything in between
MATCH
Section 10 · Grid Run
The Defuser sees a marker, a target square and two small circles — but no walls. The two circles tell you which map below to use. Guide them square by square; walking into a wall is a strike.
On these maps the circles are shown as ◎. Thick black lines are walls; the thin grey lines only mark the squares so you can count them.
Map 1
◎
◎
Map 2
◎
◎
Map 3
◎
◎
Map 4
◎
◎
Map 5
◎
◎
Map 6
◎
◎
Map 7
◎
◎
Map 8
◎
◎
Map 9
◎
◎
Section 11 · Signal Lamp
The Defuser presses START to begin the transmission. The lamp then flashes a call sign in short and long pulses, letter by letter, and goes dark at the end — a longer dark pause separates one letter from the next. Press REPLAY to send it again as often as you need. Decode it, find the call sign below, and have the Defuser tune to the matching frequency and press TRANSMIT.
Flash code
A
.-
B
-...
C
-.-.
D
-..
E
.
F
..-.
G
--.
H
....
I
..
K
-.-
L
.-..
M
--
N
-.
O
---
P
.--.
R
.-.
S
...
T
-
U
..-
V
...-
W
.--
Y
-.--
Call signs
HALO
3.505
VOLT
3.515
MICA
3.522
NOVA
3.532
PYRE
3.535
DRIFT
3.542
EMBER
3.545
TORCH
3.552
CABLE
3.555
SIREN
3.565
WIDOW
3.572
RAVEN
3.575
KITE
3.582
LUMEN
3.592
BRAVO
3.595
STORM
3.600
Section 12 · Patch Bay
One source jack on the left is lit. Count how many othermodules on the bomb are already disarmed — needy modules never count — then read across to find which numbered jack to connect it to.
This answer moves as the round goes on, so re-count immediately before you connect.
Lit jack
0, 4, 8…
1, 5, 9…
2, 6, 10…
3, 7, 11…
A
3
1
4
2
B
1
4
2
3
C
4
2
3
1
D
2
3
1
4
Section 13 · Needy modules
Needy modules can never be disarmed. They keep demanding attention for the whole round, and ignoring one costs a strike. They do not count towards the modules you must disarm.
Pressure Valve
A three-letter code appears with a draining bar. Answer VENT or HOLD before the bar empties.
1.
If the code is PSI or BAR, press VENT.
2.
Otherwise, if there is a lit ZAP indicator, press HOLD.
3.
Otherwise, if the code is KPA and the last digit of the serial is odd, press VENT.
4.
Otherwise, press HOLD.
Surge Cell
The charge bar fills on its own. Hold DISCHARGE to drain it before it reaches the top. Holding a cell that is already empty is also a strike, so let go once it bottoms out.
DefuseCrew · an original co-op defusal game. All rules and wording are original and not affiliated with any existing title. Keep this manual away from the bomb.
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