recursal/Fanatic-Fandom huggingface dataset:
Switches

Toggle the switches into a desired target state while avoiding invalid states.

The Switches module presents the defuser with five switches, each of which can be pointing up or down. There are also two LEDs for each switch, one above and one below, exactly one of which is lit. The goal is to move each switch so that it points to its lit LED, while avoiding certain combinations of switch states.

## Manual Pages

* Original
* optimized (Nanthelas)

## 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.

View Original

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

Avoid the following switch states:

## On the Subject of Settling Switches

Whatever you do, don't give the bomb the finger.

View Original

*Note:* For use by those familiar with the original manual. Contact Nanthelas on Discord with any corrections.

## Striking and Solving

The module will cause a strike if:

* A switch is clicked which would put the switches into an invalid state if flipped. The switch will not move and a strike will be given.

The module will be disarmed when:

* The switches are put into the correct positions.

## Strategy/Trivia

* There are 32 possible combinations of switches (2 positions per switch, raised to the power of 5 switches), but 10 of them are illegal, reducing the legal combination amount to 22 combinations.

## Impostor Identification

This module is actually an Impostor if:

* The switches are somehow in the middle position. They can only be up or down, not middle.
* There are 2 lit LEDs in one switch column, when there can only be one.
* All of the initial switches are oriented in the target position without the module being solved.
Caesar Cipher

* Steam
* Wireframe

## Image Informatiom

### Flavour Text

Communication was dangerous back in the days. Can you figure out what the original message was?

## Module Display

Translate a five-letter message by shifting the letters in the alphabet.

### Next Module

Resistors

The Caesar Cipher module requires the defuser to enter a five-letter message by shifting letters on the display a certain number of letters forward or back. The shift is determined by edgework on the bomb.

## Manual Page

Decipher the characters on the display with the help of Caesar’s tactics. There’s no delete button, so press those buttons carefully!

For example: if the offset is -2, **D** becomes **B** and **L** becomes **J**. The table below can be used to calculate the required offset. If the offset column contains an = sign, that value should be used, regardless of other rules that apply.

 Number of batteries
 The last digit of the serial number is even
 Indicator with label CAR is present
 Parallel port and lit indicator with label NSA is present

## Striking and Solving

The module will cause a strike if:

* Any of the five inputs are incorrect. The strike is given on the fifth button press, no matter where the error is in entry.

The module will be disarmed when:

* The five inputs are correct.
English Test

Pick the correct word/words for the sentence.

The English Test module features a screen, arrows for choosing an answer, and a submit button. The defuser must fill in the blank word(s) in the sentence to be grammatically correct.

## On the Subject of English Test

You've lived all your life writing however you wanted without giving a second thought to who would be reading what you misspelled. But now, your life depends on your grammar and orthography, and this bomb is very nitpicky. You should of paid more attention in you're English class....Oh, carp.

## Manual Pages

*See Appendix: Grammar for more information.*

* An English sentence with one *italic* word or phrase will be displayed on the large LCD display.
* Your goal is to select the correct word that fills in the blank.
* If multiple words appear to complete the sentence correctly, remember that this module is a pedantic prescriptivist!
* There are three rounds. Correctly complete all the sentences to disarm the module.
* If a mistake is made during the course of the test, the question number will reset to 1.

### **Appendix: Grammar**

This appendix contains a brief overview of some grammatical distinctions used in the English Test module and Needy English Test module.

The **subject** is what is doing the action, and the **object** is what is receiving the action. e.g. In “I buy milk.” I is the subject and milk is the object.

**Other pairs/sets of words include**: ad/add, aloud/allowed, altar/alter, arc/ark, baited/bated, base/bass, blew/blue, brake/break, carat/caret/carrot/karat, ceiling/sealing, cent/scent/sent, cereal/serial, choral/coral/corral, coarse/course, creak/creek, dear/deer, discussed/disgust, elicit/illicit, everyday/every day, faint/feint, faze/phase, find/fined, flair/flare, flea/flee, gait/gate, idle/idol/idyll, lighting/lightning/lightening, loan/lone/lend, oar/or/ore, pail/pale, pair/pare/pear, poor/pore/pour, praise/prays/preys, precedence/precedents/presidents, right/rite/wright/write, road/rode/rowed, ring/wring, role/roll, seam/seem, stairs/stares, steal/steel, straight/strait, though/thought/through/thorough, vain/vane/vein, vary/very, wait/weight, and weak/week.

For lack of space, the differences for these words have been omitted, but they should be fairly common knowledge to most English speakers.

## Striking and Solving

The module will cause a strike if:

* you submit the incorrect word

The module will be disarmed if:

* you get 3 correct words

## Strategy/Trivia

It is very much possible for the defuser to solve this module without any help. Though, some people may need help, and that's why the entire grammar section of the manual is there.
Mouse In The Maze

Navigate a maze which the defuser sees in a first-person perspective. Find the center of the maze, then find the correct exit.

### Next Released Module

3D Maze

The Mouse In The Maze module is very similar to 3D Maze, but instead of finding a goal wall to walk through, the defuser will advise the colour of the first sphere they see as well as an approximate starting point and the expert will lead them to a coloured goal sphere. The possible colours are blue, green, white and yellow.

## On the Subject of Mouse In The Maze

Inside some bombs is a mouse that is remote-controlled via a chip in its spinal cord.

* The mouse is located inside one of the following mazes.
* The mouse can move forward or backward or turn left or right.
* To disarm the module, navigate the mouse to the accepting position and press the circular button with the labyrinth.
* Pressing the button at any other location causes a strike.
* The accepting position is marked with one of four colored spheres. Which one depends on the color of the torus in the middle of the maze, according to the table below.

## Striking and Solving

The module will cause a strike if:

* The circular button is pressed at an incorrect location.

The module will be disarmed when:

* The circular button is pressed when mouse is on the correct sphere. The screen turn green when disarmed.
Alphabet

* Steam
* Wireframe

## Image Informatiom

### Flavour Text

This appears to be a strange interface for an old text adventure game. All of the inventory management puzzles you have come to know and love, but none of the story.

## Module Display

Press four lettered keys in the correct order.

### Next Module

Caesar Cipher

The Alphabet module involves spelling words from a word bank. The words are not real English words, but are a preselected set of random letters. The defuser must press the buttons that spell the longest word from the word bank, followed by any other words that can be spelled with the remaining buttons. If the remaining letters cannot form a word, they should be pushed in alphabetical order.

## Manual Pages

* Original
* Optimised (Nanthelas)
View Original

1. Use the four lettered buttons to spell a word from the word bank below.
2. Spell the longest word with the letters given by pressing the lettered buttons.
3. A letter can only be used once to spell a word.
4. If multiple words can be spelled, spell the word that comes first in alphabetical order, then the next one if there are enough remaining letters.
5. If no more words can be spelled, press the remaining buttons in alphabetical order.

#### Word Bank

View Original

1. Use the four lettered buttons to spell a word from the word bank below.
2. Spell the longest word with the letters given by pressing the lettered buttons.
3. A letter can only be used once to spell a word.
4. If multiple words can be spelled, spell the word that comes first in alphabetical order, then the next one if there are enough remaining letters.
5. If no more words can be spelled, press the remaining buttons in alphabetical order.

#### Cheat Sheet

 QYDX

 ZNY

 OP

## Striking & Solving

The module will cause a strike if:

* If the 4 letters are pressed in the incorrect order.

The module will disarm when:

* When all 4 letters are pressed in the correct order.
Math

Perform two-digit calculations quickly.

The Math module is a needy module that requires the Defuser to perform two digit calculations. When it activates, the question will appear in the top left display to the left of the timer. The Defuser can then use the keypad to enter their answer in the top right corner, and press = to submit. However, there is no delete button, so if a wrong number is pressed, they have no choice but to earn a strike.

## On the Subject of Math

Math is still easy. But is it easy when you have to answer questions over and over to stop an explosion? Only one way to find out.

Answer the question. Enter the numbers with the keypad and press '=' to submit your answer. Use '-' to toggle the sign. Don't blow up!

## Striking and Solving

The module will cause a strike if:

* The = button is pressed with the wrong answer.

The module will be disarmed when:

* The = button is pressed with the correct answer.
Perspective Pegs

Look at this module from different angles to see the colors on the sides.

Perspective Pegs is a module that plays with your depth perception, badly. Get used to tilting the bomb a lot to solve this module. It consists of 5 pegs, one with a common colour and the others with different colours on each face. The defuser must use edgework, particularly the Serial Number and number of batteries to find the peg that has the most common colour and then using the following tables to alternate the sequence, click the resulting 3 pegs to solve the module.

## On the Subject of Perspective Pegs

Everything is different from the perspective of another.

* Original
* Condensed (Quinn Wuest)

View Original

View Original

## On the Subject of Peacefully Compressing Perspective Pegs

Everything is different from the perspective of another.

## Striking and Solving

The module will cause a strike if:

* The incorrect peg is pressed at any time.

The module will be disarmed when:

* The correct sequence of 3 pegs is pressed.
Turn The Key

## Module Name

Turn the key when the bomb shows a specific time. Unsolvable once the time has passed.

### Next Released Module

[[Plumbing]]

The Turn the Key module is very simple, yet can be quite frustrating if not tended to properly. The goal is to click on a key in a keyhole when a certain time is displayed on the bomb's timer. This small window appears for only one second and appears only once, and the module becomes unsolvable if you don't tend to it in time.

## On the Subject of Turn The Key

How can something so simple be so infuriating?

Turn the key when the bomb's timer matches the time on the display, no sooner, no later.

## Striking and Solving

The module will cause a strike if:

* The key is turned before the displayed time.
* The displayed time passes.

The module will be disarmed when:

* The key is turned at the correct time.
Keep Talking and Nobody Explodes

Keep Talking and Nobody Explodes is a cooperative video game developed by Steel Crate Games.

## Objective

The objective of Keep Talking and Nobody Explodes is to defuse a virtual bomb with the help of friends, called Experts, who are in possession of the Bomb Defusal Manual, a 23-page book with instructions to defuse the bomb. The player actually playing the game is the Defuser.
Complicated Wires

* Steam
* Wireframe

## Image Informatiom

### Flavour Text

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...

## Module Display

Cut one or more wires according to rules laid out in a Venn diagram.

### Next Module

Capacitor Discharge

The Complicated Wires module contains up to six wires arranged vertically with an LED above each wire and a space for a pencil-drawn ★ below it. To disarm the module, the defuser must cut the correct wires, in any order, based on instructions laid out in a Venn diagram.

## Manual Page

* Original
* Optimized (LeGeND/Lebossle)
* Optimized (LeGeND)
* Optimized (Timwi)
View Original

* 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.

 D
 S
 P
 B

*See Appendix B for battery identification reference.*
*See Appendix C for port identification reference.*View Original

Use the table below to decide whether or not to cut the wire.

View Original

Use the table below to decide whether or not to cut the wire.

View Original

*See Appendix B for battery identification reference.*

*See Appendix C for port identification reference.*

* 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.

* ✓ = cut the wire.
* ✗ = don't cut the wire.
* ≥2B = cut the wire if there are at least 2 batteries.
* even = cut the wire if the last digit in the serial number is even.
* P = cut the wire if there is a parallel port.

## Striking and Solving

The module will cause a strike if:

* An incorrect wire is cut. (A strike will also be recorded for cutting wires when the module is solved.)

The module will be disarmed when:

* All of the correct wires are cut, even if any incorrect wires are already cut.

## Strategy/Trivia

* A few helpful tips to know when dealing with the Complicated Wires module:
	+ Any wire that meets none of the Venn Diagram conditions should always be cut.
	+ Any wire that has an LED only should never be cut.
	+ Any wire with no LED or star, but with red or blue coloring should be cut based on the S instruction.
	+ Any wire that meets all 4 Venn Diagram conditions should never be cut.
Rotary Phone

Repeated three-digit addition that requires an expert to keep track of the previous result.

## On the Subject of Rotary Phones

Hello, this is emergency services, please hold...

The Rotary Phone module shows an old rotary phone with a 3-digit number of nixie tubes on the left. When activated, the Defuser must add their previous answer to the number displayed on the nixie tubes to get their new answer, unless it is the first activation, in which the Defuser should take the numbers displayed before the module activates as their old number.

## Manual Page

* The display will show 3 numbers, top to bottom, representing a single 3-digit number.
* Whenever the module activates, these numbers will change.
* Add the new number to the old one, take the 3 least significant digits, and enter the resulting number. This number is now your old number.
* If you gain a strike from this module, your old number is replaced with the currently displayed number.

## Striking and Solving

The module will cause a strike if:

* an incorrect number is entered. The strike is caused when the final number is inputted, and the old number is changed to the currently displayed number. This means that the module acts like its first activation on the next.

The module will be disarmed when:

* the correct number is entered. The answer entered is now the old number to add to on the next activation.
Listening

Identify a sound played from a tape deck. Requires audio.

The Listening module requires the Defuser to communicate information regarding a sound they heard from the module, and enter the right code comprised of #s, $s, &s, and \*s.

## Manual Pages

* Original
* Interactive (samfundev)

## On the Subject of Listening

"Why did we send a deaf person to defuse a bomb?"—Person who is no longer alive.

View Original

Press the *play* button to play a sound clip through the speaker. Each sound clip has a corresponding code that contains any of the four symbols *$ \* & #*. Match the sound clip to the table below and enter the code via the four button keypad.

*Please note: iOS users will not be able to access the audio files, as browsers don't support the OGG file format. Please make sure you access these files via desktop or laptop.*

*Note: pressing play also clears whatever code you have entered.*

## On the Subject of Listening to Listening

"Why did we send a deaf person to defuse a bomb?"—Person who is no longer alive.

View Original

Press the *play* button to play a sound clip. Press it again to stop. Each sound clip has a corresponding code that contains any of the four symbols *$ \* & #*. Match the sound clip to the table below and enter the code via the four button keypad.

*NOTE:* The Waterfall and Vacuum Cleaner audio clips have been turned down.

*Note: pressing play also clears whatever code you have entered.*
## Striking and Solving

The module will cause a strike if:

* an incorrect code of five button presses is entered. The strike is given on the fifth button press, no matter where the error is in entry.

The module will be disarmed when:

* the correct code of five button presses is entered.

## Strategy / Trivia

* In the vanilla version of the manual, no actual sounds are shown to the Expert. As the Expert, you need to be careful because some sounds are similar, like Tearing Fabric and Zipper. You need to look for names of sounds that may sound similar to the one described by the Defuser.
Word Scramble

Unscramble a six-letter word.

The Word Scramble module is mostly Defuser-based. It presents the Defuser with a scrambled array of six letters and challenges them to put the letters in order to form a word. It is very user friendly, allowing the Defuser to cancel their input and clear indication of when their answer is submitted.

## Manual Pages

* Original
* Embellished (Timwi)
* lookup table (Lebossle)

## On the Subject of Sword

These letters are confusing. I think they're in the wrong order.

View Original

The display shows a scrambled word. Decipher the word and punch it in to solve this module.

## On the Subject of Word Scramble

Randomly punching in the letters will eventually give me another word. One of the arrangements must work, right? The display shows a word. Rearrange the letters to form another word. It's got to work. It just has to. Note that the status light is on the top left of the module.

View Original

* ARCHER
* ATTACK
* BANANA
* BLASTS
* BURSTS
* BUTTON
* CANNON
* CASING
* CHARGE
* DAMAGE
* DEFUSE
* DEVICE
* DISARM
* FLAMES
* KABOOM
* KEVLAR
* KEYPAD
* LETTER
* MODULE
* MORTAR
* NAPALM
* OTTAWA
* PERSON
* ROBOTS
* ROCKET
* SAPPER
* SEMTEX
* WEAPON
* WIDGET
* WIRING

## On the Subject of Word Scramble

Randomly punching in the letters will eventually give me another word. One of the arrangements must work, right? The display shows a word. Rearrange the letters to form another word. It's got to work. It just has to. Note that the status light is on the top left of the module.

View Original

## Striking and Solving

The module will cause a strike if:

* The OK button is pressed with an incorrect answer entered.

The module will be disarmed when:

* The OK button is pressed with the correct answer entered.

## Strategy/Trivia

* One exception to the rules is that "PAPERS" is not the correct answer if it is possible. The correct answer is "SAPPER." You will get a strike for entering "PAPERS".
* If multiple buttons have the same letter, it doesn't matter which one you use. You can even use the same button more than once.
* You can add as many letters as you like to the display, and adding enough will cause the text to show outside of the display and eventually, off of the bomb.
* You can still receive a strike from the module if you submit an incorrect answer after it has been solved.
I'll House You

## I'll House You (Girl)

### No. of Gold Moves

2 (Classic)
3 (Sweat)
 6 (Mashup)

### Performed by

Ironbert (Classic)
Jerky Jessy (Sweat)

***I'll House You*** by **Don Diablo** is a song on ***Just Dance Go!***

## Mash-Up

The theme of Mash-Up is Rockers:

* Party Rock Anthem (JD3) **GOLD MOVE 1 & 2**
* Rock n' Roll (JD4)
* Uptown Funk (JD2016)
* I'm An Albatraoz (JD2016)
* DARE (JD)
* Stadium Flow (JD2016)
* Animals (Extreme) (JD2016)
* Walk This Way (P4) (JD2015)
* I'll House You(Sweat) (JDG) **GOLD MOVE 3,4 & 5**
* Good Feeling (JD4)
* Pump It (JD3) **GOLD MOVE 6**
* Wild (JD2014)
* Crazy Christmas (JD2)
* TBA (JD?)
Answering Questions

Answer confusing questions about the bomb or your previous answers.

The Answering Questions needy module looks similar to Venting Gas, but asks many different questions, and actually requiring thinking from the defuser to answer them correctly. To make the module even harder, the time limit is 20 seconds, and answering incorrectly will cause a strike.

## Manual Pages

* Original
* Lookup table (ryaninator81)
View Original

Respond to the computer prompts by pressing "Y" for "Yes" or "N" for "No".View Original

Respond to the computer prompts using the below instructions. Make sure to remember your last answer.

* Are you a dirty cheater? N
* Is "Hakuna Matata" a wonderful phrase? Y
* Is "Hakuna Matata" a passing craze? N
* Abort? N
* Does this question have 6 lines? N
* Does this question have 3 lines? Y
* Strikes? Y if 1 or more strikes, otherwise N
* Many strikes? Y if 2 or more strikes, otherwise N
* What was your last answer? Y if your last answer was Y, otherwise N
* What was not your last answer? Y if your last answer was N, otherwise N
* Does the serial contain duplicate characters? Y if S/N has duplicate characters, otherwise N
* Please ping @ryaninator81 in Discord if I missed any questions, thanks!

## Striking and Solving

The module will cause a strike if:

* The incorrect answer is entered.
* **"Y" is answered to "ABORT?":** Similar to answering Y to "DETONATE?" in Venting Gas, answering Y to this question will give one too many strikes, instantly ending the game. The Cause of Explosion, however, will uniquely say "ABORT!"

The module will be disarmed when:

* The correct answer is entered.

## Strategy/Trivia

* You only have 20 seconds compared to other needy modules, similar to Math with its 25 second timer.
Main Page

>
> *Great, it seems like HTML `<blockquote>` is actually the right way to make a block quote on MediaWiki. It's been so long and I've almost forgot…*
>
>
> Welcome to the wiki. I'm the former admin here. This is a boilerplate wiki for the video game Keep Talking and Nobody Explodes.
>
>
> This wiki is inactive. If you want to make it active, please integrate it with the official KTANE community.
>
>
> Details are here and I remain available with any questions.
>
>
> Thank you all.
>
>
>
>

Welcome to Keep Talking and Nobody Explodes Wiki, the free encyclopedia on the video game Keep Talking and Nobody Explodes.

We have 98 English articles available for anyone to edit.

## Featured Module: Piano Keys

The Piano Keys module presents the defuser with one octave of piano keys, ranging from low C to high B. The defuser must enter a sequence of notes to disarm the module.

(**Manual Page, Strategy, and Trivia**)

## Quick links

* Click here to visit our vanilla modules page, a collection of vanilla modules, and helpful hints and tips.
* Click here to visit our mod modules page, a collection of all modules from mods, and helpful hints and tips.
* Click here to visit our rules page and learn the basic regulations of our wiki.

Our wiki has always been, and will always be, a WORK-IN-PROGRESS. Want to create a module page? Click here to see which modules are unfinished.

## References

Repository of Manual Pages: Any info missing a reference is assumed to be from this source or the tutorial pages linked to from this source.

Other references:

* Visual Bomb Defusal Manual by FizzyStack
Tetris

Place Tetris pieces on the board without getting yourself walled in.

The Tetris module is much like the game itself. The module contains a small board, with arrows and rotating keys and requires the defuser to place three pieces on the board within the 40 second time limit each time the module is triggered. The pieces don't fall automatically like in the game but when you hit the down key that piece is set in that specific position. The module will play old school Tetris songs too!

Strikes are only given on this module when the time runs out. However, if the defuser messes up too much and fills up the board with the inability to place new blocks, the player will not be able to place the 3 blocks within the time limit, therefore a strike will be given every time the module activates because the board is never cleared except at the start of the bomb.

## On the Subject of Tetris

Chances are you've already played many iterations of this game. At this point, how can we be sure that Tetris isn't some kind of meta-virus that propagates itself through game developers and modders?

* To deactivate the module, the player will be required to place 3 Tetris pieces onto the game board.
* Pieces can be rotated, moved left and right, and placed using the arrow buttons.
* Pieces will not fall with time, but instead will be placed as far down as possible.
* Completely filling a row will cause that row to be removed, and other rows will fall down to fill the empty space.
* If the board fills up, the player will be unable to place new blocks, and will gain strikes.

## Striking and Solving

The module will cause a strike if:

* The timer runs out before 3 Tetris blocks are placed.

The module will be disarmed when:

* The 3 Tetris pieces have been placed onto the game board within the time limit.
Listening/Resources

This page contains all the resources for the Listening module.

## Manual Pages

* Original
View Original
Press the play button to play a sound clip through the speaker. Each sound clip has a corresponding code that contains any of the four symbols $ \* & #. Match the sound clip to the table below and enter the code via the four button keypad.
Round Keypad

Find the module’s symbols in the manual, then press all the symbols that aren’t in the correct column.

### Next Released Module

[[Listening]]

The Round Keypad module is part of Hexi's Advanced Base Modules and is the advanced version of its vanilla counterpart, the Keypad. This time though, there are 8 buttons arranged in a circular fashion instead of 4, and the instructions are slightly different. But the reference table and buttons are still the same.

## Manual Pages

* Original
* Rearranged (Timwi)

## On the Subject of Round Keypads

I think someone tried to make this module look really cool, but failed.

View Original

* The circular keypad contains 8 symbols from the columns below.
* Find the column below that contains the most symbols from the keypad.
* If two or more columns have the most symbols, use the right-most column.
* Press all buttons that have a symbol not present on the correct column.

## On the Subject of Round Keypads

I think someone tried to make this module look really cool, but failed.

View Original

* The circular keypad contains 8 symbols from the columns below.
* Find the column below that contains the most symbols from the keypad.
* If two or more columns have the most symbols, use the right-most column.
* Press all buttons that have a symbol not present on the correct column.

## Striking and Solving

The module will cause a strike if:

* an incorrect button is pressed. The key that gave the strike will light up red for about a second. This does not reset your input.

The module will be disarmed when:

* all the correct buttons are pressed.
Simon Says

* Steam
* Wireframe

## Image Informatiom

### Flavour Text

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.

## Module Display

Repeat the flashing color sequence as it increases in length, but replace the colors with others.

### Next Module

Ports

Simon Says is a module of four diamond-shaped buttons of different colours. It is based on the Simon game with the same mechanics where you must memorise and push the correct buttons, except the buttons to push are swapped dependent on edgework and recorded strikes.

## Manual Page

Instructions for this module can be found on page 8 of the Bomb Defusal Manual. Or, click here:
View Original

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.

If the serial number contains a vowel:

 1 Strike
 2+ Strikes

If the serial number does *not* contain a vowel:

 1 Strike
 2+ Strikes

## Striking and Solving

The module will cause a strike if:

* An incorrect button is pressed. The module will remain at the same stage, and the flashing sequence will not change, but it *will* change the button swap rules as detailed in the Manual, and require re-entry of the entire *new* sequence.

The module will be disarmed when:

* The last stage is completed. A Simon Says module can have 3 to 5 stages.

## Strategy/Trivia

Here is an optimized visual diagram for the module.

* In the Bomb Defusal Manual, 2 strikes is labelled normally, but when you get the download from the Repository of Manual Pages, "2 strikes" is replaced with "2+ strikes." This is important because some mods let you change the strike limit to an arbitrary number. In that case, any strike count 2 or above is treated as a 2 strike case.
* To make solving quicker, it may be easier for the Expert to give the Defuser the button swap rules and then let them complete the module on their own.
Motion Sense

Avoid rotating the bomb too often or too quickly.

The Motion Sense module requires the Defuser to avoid rotating the bomb too much.

## On the Subject of Motion Sense

Don't move. Its explosiveness is based on movement

* When activated, this module will monitor all rotation activity of the bomb for the duration of the module activation.
* The more you rotate the bomb while active, the higher the needle will rise on the indicator.
* A strike is given if the needle on the gauge reaches the end of the scale.
* The back-light of the gauge will change color and an audible sound will be made when the gauge reaches 80% or more.
* Setting the bomb down, or conversely picking the bomb up, will cause rotation activity and will cause the needle to rise when the module is active.

## Striking and Solving

The module will cause a strike if:

* The gauge reaches 100%.

The module will be disarmed when:

* The timer runs out.

## Strategy/Trivia

* The module stays active for 90 seconds.
Batteries

Battery enclosures containing common battery types.

Batteries are a widget that appear on the edges of the bomb casing.

## Modules that use this widget

* The Button
* Complicated Wires
* Piano Keys
* Two Bits
* Perspective Pegs
* Monsplode, Fight!
* Fast Math

## Manual Pages

Information about this widget can be found on page 22 of the Bomb Defusal Manual. Or, click here:
View Original

Common battery types can be found within enclosures on the sides of the bomb casing.
Capacitor Discharge

* Steam
* Wireframe

## Image Informatiom

### Flavour Text

I'm going to guess that this is just meant to occupy your attention, because otherwise this is some shoddy electronics work.

## Module Display

Hold the lever down to discharge the capacitor before it blows.

### Next Module

The Button

Capacitor Discharge is one of the three vanilla needy modules. This module consists of a gray lever with a red handle as well as a bar on the left. When this needy activates, the timer will start at 45 seconds, and the bar on the left will begin to fill with red. Pulling the handle and holding it down will drain the bar and increase the timer at a rate of 2.0 Hz, up to a maximum of 45 seconds on the clock.

## Manual Pages

Instructions for this module can be found on page 19 of the Bomb Defusal Manual. Or, click here:
View Original

* Discharge the capacitor before it overloads by holding down the lever.

## Striking and Solving

The module will cause a strike if:

* The timer runs out/the bar fills up.

The module will be disarmed when:

* It causes a strike. Unlike others, this needy module cannot reactivate after a strike from it.
* This module does not deactivate otherwise.

## Strategy/Trivia

* It is better to drain the lever while your experts are doing work and you have nothing to do as the defuser.
* Unlike other needy modules, this needy module does not start beeping at 5 seconds, so you must keep an eye on it regularly.
* The 45-second timer might seem like a long time, but this needy is not to be underestimated. The bar can fill up rather quickly and can be threatening if you're doing a heavily interactive module, such as Who's on First or Wire Sequence.
Ports

Port panels containing digital and analogue ports.

Ports are a Widget that can appear on the sides of the bomb casing.

## Modules that use this widget

* Complicated Wires
* Piano Keys
* Two Bits
* Monsplode, Fight!
* Fast Math

## Manual Pages

Information about this widget can be found on page 23 of the Bomb Defusal Manual. Or, click here:
View Original

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

Turn the dial left and right the correct number of times based on edgework.

The Combination Lock module presents the Defuser with a combination dial, where its current position is indicated by a number on a digital 7-segment display in the middle. To solve the module, the Defuser must simply rotate the dial using the left and right buttons to the correct numbers.

## On the Subject of Combination Locks

This looks like a combination lock. I thought I was disarming this bomb, not unlocking it.

*See Appendix B for battery identification reference.
See Appendix Two Factor for two factor identification reference.*

Like a typical combination lock, this requires 3 numbers to unlock. Turn the dial to the right to the first number. Then turn it to the left for the second number. Finally, turn it to the right for the last number. That will unlock it!
If sequential numbers in the code are the same, perform a full revolution back to the same number.

### ***How to decode the combination:***

Each number ranges from 0-19. Refer to the table to determine each number. Be careful if there are two factor codes present because they change periodically!

2. Add the number of batteries.
 ***Second number:***1. Add the most significant digit of each two factor code together. If there are no two factor codes, use the number of modules on the bomb (including needy modules).
2. Add the number of solved modules.
 ***Third number:***1. Add the first two numbers together.
2. If the result is over 19, keep subtracting 20 until the result is between 0-19.

## Striking and Solving

The module will cause a strike if:

* There is no way to earn strikes with this module.

The module will be disarmed when:

* The dial is turned to the three correct numbers.
Mr Multi-Billionaire

Mr Multi-Billionaire was a very rich Billionaire. Thats about all we know.

It is not revealed whether forename is Multi and surname is Billionaire or if it is simply a double barrelled name, but his name is certainly fitting. For certain, at birth his parents knew he was destined for Multi Billion dollar greatness and named him fittingly.

His size and girth indicate that he enjoys spending said money on things that he can eat, however he is also bald, which suggests he is either too stingy or too proud to wear a toupe.

Aside from his money he also has a wife who may or may not be a gold digger and a son named Dollar, who as we know is his only son. Like most of the people of Earth, he is ~~dumb enough to believe that Mr Satan is anything other than an obvious fraud~~ extremley thankfull of the great service that Mr Satan has provided for the Earth, whatever that's meant to be.

## Super Guy in The Galaxy!

####
Safety Safe

Set all six dials to the correct location by listening to the click sound made when twisting them. Requires audio.

### Edgework and Outside Info Required:

Ports
Indicators
Serial Number

### Next Released Module

[[Tetris]]

The Safety Safe module is audio-based, and requires the Defuser to turn six dials to their correct positions. The correct position is found by turning each dial to a certain notch indicated by a bigger click, then turning each dial a certain number of positions forward from that notch, according to edgework.

## Manual Pages

* Original
* Condensed (samfundev)
View Original

## On the Subject of the Safety Safe

This safe either contains immense riches, or is empty.

* All 6 dials must be oriented correctly to solve the module.
* Each dial has a tell, where it clicks louder. This is the starting location for each dial.
* Follow the rules below to determine how far to rotate each dial after the starting location.
* Turn the lever to check the solution. Any correct dials are indicated with a green light, and any incorrect dials are indicated with a red light.
* Starting at 0, add the number of port types on the bomb, multiplied by 7.
* Add the number of lit indicators with a matching letter in the serial, multiplied by 5.
* Add the number of unlit indicators with a matching letter in the serial.
* For the first five dials, add the number obtained from the table on the next page, using both the location of the dial and the serial number as reference.
* For the last dial, add the sum of the numbers in the last column using all characters in the serial number as a reference.
* Note: A full rotation takes 12 turns.

## On the Subject of the Smoothly Securing Safety Safe

This page either contains immense tables, or useful formulas.

*NOTE:* All mentioned indicators must match a serial number letter.

## Striking and Solving

The module will cause a strike if:

* One of the dials is incorrect. The incorrect dial will turn red and that will be the only one to fix before pulling the level to submit the answer.

The module will be disarmed when:

* All dials turn green when you pull the lever to submit the answer.

## Strategy/Trivia

* As this is an audio based module, as a defuser you'll need to have the music turned down in order to hear the distinct click that indicates the starting point.
Keypad

* Steam
* Wireframe

## Image Informatiom

### Flavour Text

I'm not sure what these symbols are, but I suspect they have something to do with occult.

### Alt Flavour Text

"I'm not sure what these symbols are." Well now you do.

## Module Display

Press the four provided strange symbols in the correct order.

### Next Module

Indicators

The Keypad module is a set of four buttons, each with a different symbol. In order to disarm the module, the four keys must be pressed in the correct order. The manual page has a series of columns containing these symbols. All symbols on the keypad can be found in one column, and the expert gives out the following symbols from top to bottom in that column.

## Manual Page

* Original
* Symbol names (JakkOfKlubbs & Timwi)

Instructions for this module can be found on page 7 of the Bomb Defusal Manual. Or, click here:
View Original

* 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.

View Original

## Striking and Solving

The bomb will record a strike if:

* an incorrect button is pressed. The key that gave the strike will light up red for about a second. This does not reset your input.

The module will be disarmed when:

* the last button is pressed. The buttons will stay in and light up green when pressed correctly.

## Strategy/Trivia

* Some of the soundtracks used in Keep Talking and Nobody Explodes were named after the official keypad symbol names (see below), and are used during gameplay in the game.
	+ The full soundtrack for the game uses the keypad titles “Pitchfork”, “Meltedthree”, “Dragon”, “Hollowstar”, “Squidknife”, “Smileyface”, and “Paragraph”.
* There are 31 images used in total to create the Keypad module, some of which are unused. Furthermore, each image has its own official name used in the game files, although some defusers use different names to describe them i.e. kitty for squidknife, game controller for pumpkin, alien 3 for dragon to name just a few:

Image #1: `copyright`Image #2: `filledstar`Image #3: `hollowstar`Image #4: `smileyface`Image #5: `doublek`Image #6: `omega`Image #7: `squidknife`Image #8: `pumpkin`Image #9: `hookn`UNUSED: Image #10: `teepee`Image #11: `six`Image #12: `squigglyn`Image #13: `at`Image #14: `ae`Image #15: `meltedthree`Image #16: `euro`UNUSED: Image #17: `circle`Image #18: `nwithhat`Image #19: `dragon`Image #20: `questionmark`Image #21: `paragraph`Image #22: `rightc`Image #23: `leftc`Image #24: `pitchfork`UNUSED: Image #25: `tripod`Image #26: `cursive`Image #27: `tracks`Image #28: `balloon`UNUSED: Image #29: `weirdnose`Image #30: `upsidedowny`Image #31: `bt`
Knob

* Steam
* Wireframe

## Image Informatiom

### Flavour Text

Needlessly complicated and endlessly needy. Imagine if such expertise were used to make something other than diabolical puzzles.

## Module Display

Turn the knob to the correct orientation before the time runs out.

### Next Module

Keypad

The Knob is one of the three needy modules in the vanilla game. This module consists of a knob that can be turned in four directions as well as twelve LEDs that may or may not light up upon the activation. When this needy module activates, some of the LEDs on the bottom will light up, and the knob will rotate. The Defuser must communicate the formation of the lit LEDs to the Expert who will then tell them which position to set the knob to.

## Manual Pages

* Original
* Optimized (Lebossle)
* Optimized (Timwi)

Instructions for this module can be found on page 20 of the Bomb Defusal Manual. Or, click here:
View Original

* 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 be rotated.

### *LED Configurations:*

#### *Right Position:*

X = Lit LEDView Original

You can determine the knob's position by looking at only 4 lights.

### *Down:*

   View Original

* 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 number of LEDs that are lit in the left and right half of the module.
* Knob positions are relative to the "UP" label, which may be rotated.

## Striking and Solving

The module will cause a strike if:

* the timer runs out with the knob in an incorrect position.

The module will be disarmed when:

* the timer runs out with the knob in the correct position.
Timer

The default timer module.

The Timer takes up a single module space, but is not classified as a module. It tracks the amount of time the Defuser has left until the bomb explodes. The module also keeps track of strikes, penalties given when the Defuser makes a mistake. The timer will speed up based on the amount of strikes the Defuser has.

## Manual - Page 3 of 23

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

## Trivia

* The timer speeds up by 25% with each strike, up to a maximum of 200% with 4 strikes (Only possible if you are using mods). Meaning each second on the timer is one second real-time with 0 strikes, 4/5 (0.8) of a second real-time with 1 strike, 2/3 (~0.667) of a second real-time with 2 strikes, and so on, up to 1/2 a second real-time with 4 strikes.
Missions

## Vanilla Missions

The vanilla version of Keep Talking and Nobody Explodes has a set of missions in the blue folder labelled Bombs. These are tutorial missions that are designed to teach you how to navigate a bomb and solve modules to disarm it. Once each section is complete, the next section will be uncovered.

### **Section 1: Introduction**

As the game starts it will guide you through the Game Overview and Roles and Controls. The next available mission is The First Bomb.

### **Section 2: The Basics**

These missions introduce those modules rated as easy or very easy for the defuser and expert.

### **Section 3: Moderate**

This set of missions introduce Password, Morse Code, Wire Sequence and Complicated Wires. Some of the easier modules will also be included.

### **Section 4: Needy Modules**

These missions introduce one of the three vanilla needy modules, Capacitor Discharge, Knob and Venting Gas. All of the other modules learned so far will be included in these missions.

### **Section 5: Challenging**

These missions are meant to test the Defuser's and Expert's skills. Every module in the vanilla manual is included here.

## Mod Missions

Once the first vanilla bomb is disarmed, the grey mods brochure will be available on the desk, where you can explore all the mod modules in the game (and believe me, there is a lot of them!).
Venting Gas

* Steam
* Wireframe

## Image Informatiom

### Flavour Text

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.

### Alt Flavour Text

Alas, the drinking bird only speaks English, so it didn't know which key to press.

## Module Display

Answer yes/no questions on whether to vent gas or detonate the bomb.

### Next Module

Simon Says

Venting Gas is one of three vanilla needy modules. The module consists of a display and two buttons labeled "Y" and "N". When the needy activates, a question will be displayed on the screen: mostly "VENT GAS?", but can occasionally ask "DETONATE?" The defuser must respond appropriately to each question.

## Manual Pages

* Original
* Condensed (S.)
Instructions for this module can be found on page 18 of the Bomb Defusal Manual. Or, click here:
View Original

* Respond to the computer prompts by pressing "Y" for "Yes" or "N" for "No".
View Original

This module is identical to Venting Gas, but the label has been translated. Look for a mark saying "VR IS THE FUTURE". If there is no mark, you are not looking at a translated Venting Gas module. There is no language indicator on the module.
Perform the instructions as found on the manual page for Venting Gas, using the table below to help answer the questions.

## Striking and Solving

The module will cause a strike if:

* **"Y" is answered to "DETONATE?"** If this occurs, the bomb will instantly detonate.
* The timer runs out.

The module will be disarmed when:

* 'Y' is answered to "VENT GAS?" There is a two second delay.
* 'N' is answered to "DETONATE?" There is a two second delay.

## Strategy/Trivia

* You can focus on other modules while this needy is active because of its high timer and easy method of deactivation, but do not forget about it completely or it may cost you the bomb.
* By the time this module starts beeping at 5 seconds, you really have only 3 seconds, because the module has a 2 second delay from your button press.
* Answering "N" to "VENT GAS?" will only pop up a message "VENTING PREVENTS EXPLOSIONS" but does not cause a strike nor reset the timer.