Defusal Manual
Defusal Manual
Defusal Manual
All wires from first to last position are identified from top to bottom.
3 wires:
● If there are no red wires, cut the first wire.
● If there is a white wire, cut the second wire.
● If there is a blue wire, cut the last wire.
4 wires:
● If there are no green wires, cut the first wire.
● Otherwise, if there are no blue wires, cut the second wire.
● Otherwise, if there are no white wires, cut the third wire.
● If none of the above apply, cut the last wire.
5 wires:
● If the color of the light above the module is red, cut the first
wire.
● Otherwise, if the light is green, cut the second wire.
● Otherwise, if the light is blue, cut the third wire.
● Otherwise, if the light is yellow, cut the fourth wire.
● If none of the above apply, cut the last wire.
Follow the rules in the order they are listed and perform the first
action that applies.
Step 1:
Step 2:
a 61 Hex n 6E
b 62 o 6F
c 63 p 70
d 64 q 71
r
e 65 72
s
f 66 t 73
g 67 u 74
h 68 v 75
i 69 w 76
j 6A x 77
k 6B y 78
l 6C z 79
m 6D Table 7A
Button 1:
● If the button’s label is under 10, X is 15.
● Otherwise, if the label is between 10 and 20, X is 20.
● Otherwise, if the label is between 20 and 80, X is 30.
● If none of the above apply, X is 10.
Button 2:
● If the label is under 10, add 10 to X.
● Otherwise, if the label is between 10 and 20, double
X.
● Otherwise, if the label is between 20 and 80, triple
X.
● If none of the above apply, subtract 10 from
X.
Button 3:
● If the label is under 10, double
X.
● Otherwise, if the label is between 10 and 20, triple
X.
● Otherwise, if the label is between 20 and 80, subtract 5 from
X.
● If none of the above apply, leave X the same and move on
to the next step.
Button 4:
● If the label is under 10, double X.
● Otherwise, if the label is between 10 and 20, add 20 to X.
● Otherwise, if the label is between 20 and 80, add 50 to X.
● If none of the above apply, triple X.
Attention!
● Before concluding, take all the label values written down on
the keypad buttons and add them up. This value is Y.
● Divide Y by 2.
Now follow the rules below in order to see which order to press the
buttons. The numbers on the pictures below refer to the
order you
press the buttons.
Lit indicators are called 1s, unlit indicators are called 0s.
Read the following rules ONE BY ONE from TOP TO BOTTOM and follow
the first one which fits.
A B C D E F G H I J
1 3 7 2 4 5 6 0 8 9
To translate, think of one letter as one digit.
If the light on the right side turns red, the answer is incorrect.
If the light on the right side turns green, you successfully disarmed
have the module.
● Add up the numbers you get for display letters. The answer is X.
● Add up the numbers you get for light colors. The answer is Y.
Attention!
If the end number is 0, just submit without clicking the red button.
If the end number is a negative number, submit without clicking the
red button.
Column 1:
● If 1st number is under 6, click red.
the
● If not, click
orange. Column 2:
● If the 2nd number is under 6, click yellow.
● If not, click
green. Column 3:
● If the 3rd number is under 6, click blue.
● If not, click purple.
Follow the next few steps to see which order the remaining 3
buttons in each column must be pressed.
Follow the written order.
● Add the first digit of the pair of numbers to the second. This
value is X.
● Translate the pair of letters into numbers using the table
below.
A B C D
4 3 7 9
Needy modules can only be disarmed temporarily, and will reactivate after
a random amount of time. They beep when they are activated.
Upon pressing the submit button, the light above the two tiles
will turn either red or green.
One unit is
equal to about
0.3 seconds.
Refer to the serial number on the bomb for the following table.
Read the table from left to right and click the corresponding button
if the condition is met.
The serial number is a string of 6 characters and can be found on the
edges of the bomb. It is most commonly found on the top.