Introduction
You are the Expert. Your partner, the Operator, has a device with a ticking timer that must be disarmed. The Operator cannot see this manual, and you cannot see the device.
You must communicate effectively to disarm all modules before the timer expires. This manual contains the instructions for each type of module and type of identifiable features that may appear on the device.
On the Subject of the Bomb
A bomb will have one or more modules that must be disarmed. Each module is self-contained and can be disarmed in any order. Instructions for each module are below.
Some disarming instructions will require information from the bomb itself, such as the serial number or batteries. This information can be found on the bottom of the bomb casing.
Timer and Strikes
- The bomb has a countdown timer. When it reaches 0:00, it will explode.
- If a mistake is made, the bomb will record a strike and the timer will speed up. A small LED above the timer will light for each strike.
- If you receive three strikes, the bomb will explode.
Identification: Serial Number
The bomb's serial number is crucial for disarming certain modules. It can be found on bomb's display located in the middle.
Serial Number Format
The serial number consists of a combination of letters and numbers. For example: SN48K2.
Pay close attention to specific digits or letters when requested by a module's instructions, especially whether a digit is odd or even.
Identification: Batteries
The bomb's amount of batteries is crucial for disarming certain modules. It can be found on bomb's display located in the middle.
Serial Number Format
The amount of batteries can have a range from 1 to 4. For example: 3 BATTERIES.
Needy Module: Gyro-Stabilizer
This is a needy module that requires constant supervision.
It is sensitive to sudden movement. Any sudden movements or incorrect orientations will result in a strike. The module is disarmed once all other modules are solved.
The Operator must keep the device as still as possible. Movement is allowed, however the tolerance of movement is unknown.
Module: Power Sequencer
This module has one colored LED and four corresponding buttons. The LEDs will flash in a sequence. The start of the sequence is indicated by the LED being white. To start the sequence, the Operator needs to press the FIRST button located on the module. The Operator must describe the color sequence, and the Expert will provide the correct button press sequence, which may depend on the bomb's serial number.
Conditional Sequences:
Find the observed color sequence below and follow the condition to determine which buttons to press.
Color Sequence | Condition | Press Sequence |
---|---|---|
Red → Blue → Green → Yellow | If last digit of serial is even... | Button 1, Button 3 |
Otherwise... | Button 2, Button 4 | |
Yellow → Red → Blue → Green | If serial has a vowel... | Button 4, Button 2, Button 1 |
Otherwise... | Button 3, Button 1 | |
Blue → Green → Yellow → Red | Always... | Button 2, Button 4 |
Green → Yellow → Red → Blue | Always... | All Buttons |
Red → Red → Blue → Yellow | If last digit of serial is odd... | Button 2, Button 2, Button 3 |
Otherwise... | Button 1, Button 4 |
Module: Morse Code
This module has a flashing LED, a sliding potentiometer, and a transmit button. The LED flashes a single word from the list below in Morse code. The start of the sequence is indicated by the LED being blue. To start the sequence, the Operator needs to press the transmit button located on the module. The Operator must interpret the code, and the Expert must provide the correct frequency to set with the potentiometer.
Instructions:
- Operator identifies the word being flashed by the LED using the Morse code chart.
- Expert finds the word in the frequency table to get the correct frequency.
- Operator adjusts the sliding potentiometer to the specified frequency.
- Operator presses the transmit button to disarm the module.
Frequency Table:
Word | Frequency | Word | Frequency |
---|---|---|---|
shell | 3.505 MHz | flick | 3.555 MHz |
halls | 3.515 MHz | bombs | 3.565 MHz |
slick | 3.522 MHz | break | 3.572 MHz |
trick | 3.532 MHz | brick | 3.575 MHz |
boxes | 3.535 MHz | steak | 3.582 MHz |
leaks | 3.542 MHz | sting | 3.592 MHz |
strobe | 3.545 MHz | vector | 3.595 MHz |
bistro | 3.552 MHz | beats | 3.600 MHz |
International Morse Code Chart:
Module: Wire Pulling
You only have one chance to successfully disarm this module.
If you fail, you will not be able to try again.
This module presents 3 to 6 colored wires running vertically. To disarm it, one specific wire must be carefully pulled from its socket. Pulling the wrong wire will cause a strike. The wires must not be cut.
If there are 3 wires:
- If there are no red wires, pull the second wire.
- Otherwise, if the last wire is white, pull the last wire.
- Otherwise, if there is more than one blue wire, pull the last blue wire.
- Otherwise, pull the last wire.
If there are 4 wires:
- If there is more than one red wire and the last digit of the serial number is odd, pull the last red wire.
- Otherwise, if the last wire is yellow and there are no red wires, pull the first wire.
- Otherwise, if there is exactly one blue wire, pull the first wire.
- Otherwise, pull the second wire.
If there are 5 wires:
- If the last wire is black and the last digit of the serial number is odd, pull the fourth wire.
- Otherwise, if there is exactly one red wire and more than one yellow wire, pull the first wire.
- Otherwise, if there are no black wires, pull the second wire.
- Otherwise, pull the first wire.
If there are 6 wires:
- If there are no yellow wires and the last digit of the serial number is odd, pull the third wire.
- Otherwise, if there is exactly one yellow wire and more than one white wire, pull the fourth wire.
- Otherwise, if there are no red wires, pull the last wire.
- Otherwise, pull the fourth wire.