Bomb Defusal Manual (For GD)

Version 1
Verification Code: 325

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

Modules

Each bomb will include up to 5 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 will explode upon the third strike. The timer will begin to count down faster after a strike has been recorded.

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 of the bomb casing. See Appendices A and B 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 Bent Wires

Wires are absolutely integral to electronics! What kind of a monster would destroy them like this?

See Appendix B for Voltage Reference.

  • Cut only one wire to disarm the module.
  • Wires are ordered beginning with the first on the left.

3.3V:

If each wire is a different color, cut the red wire.

Otherwise, if there is no red wire, cut the third wire.

Otherwise, if the first and second wires are the same color, cut the second wire.

Otherwise, cut the first wire.

5V:

If each wire is a different color, cut the blue wire.

Otherwise, if there is exactly one white wire, cut the white wire.

Otherwise, if there is no black wire, cut the fourth wire.

Otherwise, cut the second wire.

9V:

If each wire is a different color, cut the black wire.

Otherwise, if there are at most two blue wires, cut the third wire.

Otherwise, if there is exactly one red wire, cut the red wire.

Otherwise, cut the fourth wire.

For Colorblind Users

I love GD Cologne

Red wires will be marked with a star and blue wires will be marked with a circle.

On the Subject of Button Pairs

You might think that a button telling you to press it is pretty straightforward. That logic tends to break down when there are multiple.

Pressing the First Button

Press whichever button comes first in this list, then move on to "Pressing the Second Button."

  1. White "Push"
  2. Black "Press"
  3. Gray "Press"
  4. Black "Push"
  5. White "Press"
  6. Black "Tap"
  7. Gray "Push"
  8. Gray "Tap"
  9. White "Tap"

Pressing the Second Button

Press the second button when the seconds digit of the timer is equal to the first button's number in the above list.

On the Subject of Alphabet Soup

Secretly, we all long for the days where words like jpxfrd and fhqwhgads were normal.

Look in the table for the row of the highlighted word. Going from left to right, find the first word in the top row present on the module. Press the button indicated below it. Repeat this process 2 more times for the new words that appear.

See C Si Blank Sea Nothing Empty
TL TR BL BR TL TR BL
Sea See C Blank Si Nothing Empty
BR TL TR BL BR TL TR
Si C Blank Sea Empty See Nothing
BL BR TL TR BL BR TL
C Sea Nothing See Empty Si Blank
TR BL BR TL TR BL BR
Blank See C Si Sea Nothing Empty
TL TR BL BR TL TR BL
Nothing C Sea Empty Blank See Si
BR TL TR BL BR TL TR
Nothing Sea See Empty Si C Blank
BL BR TL TR BL BR TL
Empty Nothing Sea C Si See Blank
TR BL BR TL TR BL BR

On the Subject of Branching Paths

You're lost in a maze of twists and turns. There seem to be many exits, but that might just be wishful thinking.

Determine which maze you are in using the first digit of the serial number.

Navigate to the exit with the last digit of the serial number.

If you receive a strike on this module, your position will be reset.

Maze 0 Maze 1 Maze 2
Maze 3 Maze 4 Maze 5
Maze 6 Maze 7 Maze 8
Maze 9

Section 2: Needy Modules

Needy modules pose a recurrent hazard.

Needy modules can be identified as a module with a small 2‑digit display in the top center. Interacting with the bomb may cause them to become activated. Once activated, these needy modules must be tended to regularly in order to prevent a strike.

Stay observant: needy modules may reactivate at any time.

On the Subject of Flickering Lights

I know these people like to put LEDs on everything, but do they have to put quite this many?

This needy module cannot be disarmed. It will stop activating once every other module has been disarmed.

When it activates, the upper diplay will begin counting down a 45-second timer. Failure to deactivate the module within this time will result in a strike.

To deactivate this module, push the small button beneath both of the lights that are flickering in the same pattern.

On the Subject of Half-Keypads

Don't forget about it.

Whenever another non-needy module is disarmed, the upper display will change to a two-digit number, where both digits are less than 5. Additionally, the display on the upper-right will show an arrow pointing either left or right. Remember these numbers and directions for later, keeping them in the order they appeared.

When all other non-needy modules have been disarmed, the lower-right light will turn on, indicating that this module is ready. Pressing a button before this point will have no effect.

Once the module is ready, enter each of the numbers it displayed, in order. However, if the arrow that appeared with that number pointed left, enter those digits in reverse order.

If you enter a digit incorrectly, simply continue with the next digits as if you were correct.

Appendix A: Serial Number Reference

The bomb's serial number can be seen above it.

This serial number consists of three numeric digits.

Appendix B: Voltage Reference

The bomb's voltage can be seen on a meter above it.

A bomb will run at 3.3, 5, or 9 Volts. Refer to the voltage marked with a red line.