recursal/Fanatic-Fandom huggingface dataset:
Turn The Keys

Solve specific modules first, then turn the keys before solving the rest

The Turn the Keys module is an advanced version of Turn The Key. There is still the same display but there are two keys instead of one and rather than turning the keys at a particular time, they are turned when specific modules are solved.

## Manual Pages

* Original
* Optimized (Timwi)

## On the Subject of Turn The Keys

Order is everything.

View Original

This module has two keys and a display. The display indicates this module's priority.

### ***LEFT KEY***

Turn the left key after you have done *all* of the following:

* Turned the right key on all 'Turn the Keys' modules.
* Turned all lower priority left keys.
* Solved all Password modules.
* Solved all Who's On First modules.
* Solved all Crazy Talk modules.
* Solved all Keypad modules.
* Solved all Listening modules.
* Solved all Orientation Cube modules.

But before you have done *any* of the following:

* Turned any higher priority left keys.
* Solved any Maze modules.
* Solved any Memory modules.
* Solved any Complicated Wires modules.
* Solved any Wire Sequence modules.
* Solved any Cryptography modules.

### ***RIGHT KEY***

Turn the right key after you have done *all* of the following:

* Turned all other higher priority right keys.
* Solved all Morse Code modules.
* Solved all Wires modules.
* Solved all Two Bits modules.
* Solved all The Button modules.
* Solved all Colour Flash modules.
* Solved all Round Keypad modules.

But before you have done *any* of the following:

* Turned any left keys.
* Turned any lower priority right keys.
* Solved any Semaphore modules.
* Solved any Combination Lock modules.
* Solved any Simon Says modules.
* Solved any Astrology modules.
* Solved any Switches modules.
* Solved any Plumbing modules.

## On the Subject of Tasting True Knowledge of Turn The Keys

Order is everything.

View Original

Do everything in the following order:

### 1. **Solve these modules:**

* Wires
* The Button
* Password
* Who's On First
* Keypad
* Colour Flash
* Round Keypad
* Crazy Talk
* Listening
* Orientation Cube

### 4. **Solve these modules:**

* Maze
* Memory
* Complicated Wires
* Wire Sequence
* Combination Lock
* Astrology
* Switches
* Plumbing
* Cryptography

## Striking and Solving

The module will cause a strike if:

* The keys are turned in the incorrect order.
* The modules that are meant to be solved after the keys are turned are disarmed beforehand, effectively rendering the bomb unsolvable.

The module will be disarmed when:

* All the specific modules have been disarmed and the keys have been turned in the correct order.

## Strategy/Trivia

* If you have translated versions of modules on the bomb e.g. German as well as English as is the case with some challenge bombs, only the English versions count when it comes to disarming the module.
Two Factor

Generates a random six-digit code every 60 seconds.

The Two Factor widget adds a time-crunch to the modules that support it. It gives a sequence of numerical digits that change every 60 seconds, thus altering the solutions of the modules that rely on it.

## Manual Page

Digital displays can be found on sides of the bomb casing showing a serial number.

The display shows up to a six digit number for two factor authentication. The number rotates every 60 seconds for security. When the serial number changes, three audio tones will sound.
Blind Alley

* Steam
* Wireframe

Press invisible areas on this completely blank module.

There are a few modules that look very similar to Blind Alley. These are Braille, Tap Code and A Mistake. There could be more but these are unidentified at this stage. The way to distinguish between the three - Braille will have circles in the middle of the module, the status light on Tap Code can be clicked to start it and there is the sound of glass breaking on A Mistake.

## Manual Pages

* Original
* Condensed (Timwi)
* Table (Nanthelas)
View Original

The module appears blank, but has eight touch-sensitive regions laid out as in the following diagram. Touch the regions that have the most conditions met in any order.

* There is a lit CAR indicator.
* There is a lit IND indicator.
* There is an even number of battery holders.
* There is an unlit NSA indicator.
* There is a lit FRK indicator.
 * There is an unlit FRQ indicator.
* There is an unlit IND indicator.
* There is an unlit TRN indicator.
* There is a DVI-D port.
* There is an unlit SND indicator.
* There is a lit NSA indicator.
* There is an even number of batteries.
* There is a lit CLR indicator.
* There is a PS/2 port.
 * There is a lit FRQ indicator.
* There is a lit SIG indicator.
* There is a lit TRN indicator.
* There is an even digit in the serial number.
* There is a lit MSA indicator.
* There is a parallel port.
* There is a vowel in the serial number.
* There is an unlit MSA indicator.
* There is a lit SND indicator.
* There is a Stereo RCA port.

View Original

The module appears blank, but has eight touch-sensitive regions laid out as in the following diagram. Touch the regions that have the most conditions met in any order.

* lit CAR
* lit IND
* even battery holders
* unlit NSA
* lit FRK
 * unlit FRQ
* unlit IND
* unlit TRN
* DVI-D
* unlit SND
* lit NSA
* even batteries
* lit CLR
* PS/2
 * lit FRQ
* lit SIG
* lit TRN
* even digit in #
* lit MSA
* parallel
* vowel in #
* unlit MSA
* lit SND
* RCA

View Original

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

### ***Widget Numbers***

 Parallel
 PS-2
 Stereo RCA
 RJ-45
 Serial

 Even Holders
 Even in Serial
 Vowel in Serial

## Striking and Solving

The module will cause a strike if:

* An incorrect region is pressed.

The module will be disarmed when:

* All the correct regions are pressed. The answer for every Blind Alley module on a bomb is the same.
Crazy Talk

Flip a switch at the right time according to a confusingly ambiguous phrase.

Crazy Talk has a display with a quote and a switch, which the defuser must flip according to the seconds on the bomb timer. The list of quotes are designed for the quotes to be intentionally ambiguous with each other, and many common ways of communicating info to the expert are also listed as quotes in the manual, with different actions.

## Manual Pages

* Original
* Alphabetized (Timwi)

## On the Subject of Crazy Talk

Nothing. Literally nothing. Blank. Nada.

View Original

1. Text will appear on a display.
2. Find the exact match and the action in the table below.
3. Flip the switch *down* when the bomb timer has the number before the forward slash in the seconds column.
4. Flip the switch back *up* when the bomb timer has the number after the forward slash in the seconds column.

## On the Subject of Crazy Talk

Nothing. Literally nothing. Blank. Nada.

View Original

1. Text will appear on a display.
2. Find the exact match and the action in the table below.
3. Flip the switch *down* when the bomb timer has the number before the forward slash in the seconds column.
4. Flip the switch back *up* when the bomb timer has the number after the forward slash in the seconds column.

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

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

## Striking and Solving

The module will cause a strike if:

* The switch is flicked while the lights are off before you start defusing the bomb.
* The switch is flicked at an incorrect second.
* The switch is flicked when the module is disarmed.

The module will be disarmed when:

* The switches have been flicked correctly.
Sea Shells

(how to format good)

The Sea Shells module contains a display with 7-8 words on it, and 5 buttons below. The screen will say something similar to the "Sea Shells" tongue-twister. You will need to press 5-7 buttons in order to solve a stage of the module.

## Sea Shells

Press the correct order of buttons based on what the screen shows.

### Next Released Module

English Test

* The Sea Shells module consists of a display and five buttons.
* The display shows a phrase. The first two words of the phrase refer to a row of Table 1. The third and fourth words refer to a column of Table 1. The remainder of the phrase refers to Table 2.
* Table 1 will give a code, and Table 2 will provide a key to turn the code into a sequence of words.
* The buttons must be used to input the sequence of words. Pressing an incorrect button will result in a strike and reset the current stage of the module.
* Inputting a correct sequence three times will disarm the module.

**Table 1:**

 **SHE SHELLS** | BEEBBE
 **SEA SHELLS** | ABABA
 **SEA SELLS** | ACACEAC

**Table 2:**

D = sit
E = sushi
 ON THE SEA SORE
D = 2
E = cancan
 ON THE SHE SURE
D = twitch
E = stitch
 ON THE SEESAW
D = burger
E = llama

## On the Subject of Sea Shells

Clear communication is crucial when defusing bombs. One can only assume that this module doesn't want to be defused.

## Striking and Solving

The module will cause a strike if:

* you press the wrong button

The module will be disarmed when:

* you input the correct sequence 3 times

## Strategy/Trivia

The defuser should say the phrase, in which the expert gives the buttons to press.

Saying the buttons are meant to be tricky, as it's trying to make the defuser think you are saying a different word. Try to speak as clearly as possible.
Letter Keys

Press one of the four buttons based on the two-digit number in the display.

The Letter Keys module presents the Defuser with a two-digit number, and four lettered buttons, A, B, C, and D, though they are in scrambled order. All the Defuser must do is press one of the buttons based on edgework and the displayed number.

## Manual Pages

* Original
* Lookup table (Timwi)

## On the Subject of Letter Keys

I haven't thought of anything yet...

View Original

*See Appendix A for indicator identification reference.*

*See Appendix B for battery identification reference.*

Follow these rules in the order they are listed. Perform the first action that applies:

1. If the number indicated is equal to sixty-nine, Press the button with the label 'D'
2. If the number indicated is divisible by six, press the button with the label 'A'
3. If there are two or more batteries on the bomb and the number is divisible by three, press the button with the label 'B'
4. If the Serial number contains a 'C' 'E' or '3' and the number is greater than or equal to twenty-two, and less than or equal to seventy-nine, then press the button labelled 'B'
5. Otherwise, if the serial number contains a 'C' 'E' or '3', then press the button labelled 'C'
6. If the indicated number is less than forty-six, then press the button labelled 'D'
7. Otherwise, press the button labelled 'A'

View Original

## Striking and Solving

The module will cause a strike if:

* An incorrect button is pressed.

The module will be disarmed when:

* The correct button is pressed.
The Undoable Unsolvable Module

The Undoable Impossible Module is a module that cannot be completed. There are no ways to get strikes or complete it. There is still a manual though, of course. There are also random objects on it. You cannot interact with them though.

## On the Subject of The Undoable Impossible Module

Now this looks interesting! Wait, it's impossible? I don't believe it.
Indicators

Indicator lights labelled with sets of letters.

Indicators are labelled lights that appear on the sides of the bomb casing as a Widget. Each features a light that may be on or off, as well as a three-letter code.

## Modules that use this widget

* The Button
* Piano Keys
* Monsplode, Fight!
* Fast Math

## Manual Pages

Information about this widget can be found on page 21 of the Bomb Defusal Manual. Or, click here:
View Original

Labelled indicator lights can be found on the sides of the bomb casing.

### Common Indicators

* SND
* CLR
* CAR
* IND
* FRQ
* SIG
* NSA
* MSA
* TRN
* BOB
* FRK
Don't Touch Anything

Don't push the button. Seems simple, right? Well... it's a bit technical. (You need to push the button.)

## Manual Pages

* Orignal
* Reworded (Danny7007)

## On the Subject of Pushing the Button

PUSH IT PUSH IT PUSH IT PUSH IT PUSH IT PUSH IT PUSH IT PUSH IT PUSH IT

Push the button. Just push it, you know you want to. Come on, push it! Do it! Now! The bomb will blow if you don't push the button! Just do it! What are you waiting for?! Push the damn button! It's a fact that you want to push it, and you know it, so just do it! Are you TRYING to lose? PUSH. IT. NOW. ...OH MY GOD, WHAT IN THE WORLD ARE YOU DOING?! WHY ARE YOU IGNORING THE BUTTON?! JUST PUSH IT ALREADY!

...

Waiting...

Stiiiiil waitiiiiiing......

Oh, you pushed it! Great job, you won!

...Wait, you didn't press it?

DID YOU JUST LIE TO ME?

I'M TELLING YOU THE TRUTH BUT YOU DON'T BELIEVE ME? YOU HAVE GOT TO BE KIDDING ME RIGHT NOW.

Fine. I'll keep waiting. My patience is starting to run out, though, so hurry up and press the button already.

...

..........

You still don't get it, do you? You need to press the button, and you win. What's so hard about that?!
Let me make myself as clear as possible.
### PUSH. THE. BUTTON.

Do you understand me now?

Good. Now push the button.

Though, honestly, you really shouldn't have taken long enough that you could read all of this.

## On the Subject of Don’t Touch Anything

Do NOT push the button, as this module is intentionally deceiving.

When this module is the last remaining module on the bomb (ignoring some other modules), it will automatically solve.

Pushing the button will incur a strike.
Emoji Math

Decrypt a math problem encoded in emoji shapes.

## On the Subject of Emoji Math

Math is easy. But is it easy when the numbers are in another language? Let's find out.

The Emoji Math module features a 12 button keypad with the numbers 0-9, a − button, and an = button. It also features a display that asks a math problem, but replaces the numbers with a combination of symbols that look like emojis. The Defuser must ask the Expert to convert the emoji symbols into numbers and solve the two/one digit math problem.

## Manual Page

Decipher the characters on the display into numbers and solve the answer to the question. Enter the answer with the keypad and press ‘=’ to submit it. Use ‘−’ to toggle the negative sign for negative answers. There’s no delete button so press those buttons carefully!

For example: =(+=( translates to 1+1
The answer to enter is 2.

## Striking and Solving

The module will cause a strike if:

* the = button is pressed with an incorrect answer.

The module will be disarmed when:

* the = button is pressed with the correct input.

## Strategy/Trivia

* As the manual says, there is no delete button, and there is no indication on the module of any changes, not even the standard shake when you press something. Make sure all your button presses are careful and deliberate.
* Note that all symbols used in an emoji never count as part of the math. "(" would always be part of an emoji, not an order of precedence indicator.
* The − button does not have to be the leading character in your submission, so you may press it anytime during your entry. You may also press the − key more than once to toggle the negation of your input. HOWEVER:
	+ Upon receiving a strike, the numerical value of your input resets, however, the sign (+ or −) does NOT reset. So if you entered a negative value the first time, do not press the − button again or it will make your answer positive.
Needy Modules

Needy modules cannot be disarmed, but pose a reccurrent hazard.
Needy modules can be identified with a 2-digit timer in the top center. They activate intermittently during the course of the bomb's timer, and their task must be completed before time runs out, otherwise they will cause a strike.
The solving of a needy module's task does not contribute to any help during the course of defusing the bomb. When all normal modules are solved, all needy modules will immediately deactivate.
Bomb Defusal Manual

The Bomb Defusal Manual is the manual that contains instructions for how to defuse the Bomb. The Expert(s) must find the correct instructions for the different Modules and relay the correct instructions to the Defuser and tell them what to do.

The Bomb Defusal Manual, available from http://www.bombmanual.com/, only contains instructions for the vanilla modules. Mod module manual pages can only be found at https://ktane.timwi.de/, or from this wiki.

# Bomb Defusal Manual

## Version 1Verification Code: 241

Video game companion manual. Find out more at www.keeptalkinggame.com

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!
Maze

* Steam
* Wireframe

## Image Informatiom

### Flavour Text

This seems to be some kind of maze, probably stolen off of a restaurant placemat.

## Module Display

Navigate from one location to another in a 6×6 square maze.

### Next Module

Knob

The Maze module consists of a 6x6 grid of squares with two of the squares containing green indicator circles, one square containing a white square, and one square containing a red triangle as well as four directional buttons around the maze. In order to disarm the module, the Defuser must guide the white light to the red triangle without running into any of the walls shown in the manual.

The manual page consists of nine mazes, one of which will be the maze present on the module. The Defuser must communicate the positions of the green circles to the Expert to identify the correct maze, and the expert must guide the Defuser's white light to the red triangle to defuse the module.

## Manual Pages

Instructions for this module can be found on page 15 of the Bomb Defusal Manual. Or, click here:
View Original

* Find the maze with matching circular markings.
* The defuser must navigate the white light to the red triangle using the arrow buttons.
* **Warning:** Do not cross the lines shown in the maze. These lines are invisible on the module.

## Striking and Solving

The module will cause a strike if:

* The defuser attempts to move through a wall. The wall will light up in red and remain lit forever.
* Attempting to move off the edge of the maze will not incur strikes, and the white dot will stay where it is.
* Attempting to move into the same wall multiple times will incur multiple strikes.

The module will be disarmed when:

* The defuser moves the white light onto the red triangle, provided that there is no wall in between the two.

## Strategy/Trivia

* Do not confuse the red triangle as your position and the white light as the goal. Most people mess up, as it is meant to be misleading about which is your position and which is the goal.
* Since no two mazes have indicators in the same positions, you can only tell your expert one of the indicators to save time.
* The majority of players use a coordinate system to determine where the objects are on the grid. It starts with 1,1 in the top-left corner with the first number being the column number and the second number being the row number (for example, on the mazes shown in the image, the maze in the top-left has indicators at 1,2 and 6,3).
	+ However, Souvenir may ask for the starting position of the white dot, and it refers to coordinates using a letter and a number, where letter is the column and number is the row. You may want to consider changing your coordinate system to match.
* Press buttons slowly. Running into a wall and attempting to move in the same direction again will incur multiple strikes.
Plot induced stupidity

Plot induced stupidity or also known as PIS is a example of "Bad Writing" since whatever happens is for the only purpose of plot Via God losing a battle with satan in God is Dead since this series is low tier compared to other series another example of PIS is Doom taking a Omnipotent being power since it was mostly Outlier and Character induce stupidity since Beyonder could have killed Doom in a instant.
Anagrams

* Steam
* Wireframe

## Image Informatiom

### Flavour Text

Randomly punching in the letters will eventually give me another word. One of the arrangements must work, right?

## Module Display

Find another word consisting of the same letters as a given word.

### Next Module

Two Factor

The Anagrams module is similar to its counterpart Word Scramble, but the status light is in the top left. The objective is the same, to unscramble a word, except that the letters given to start form another word, and the letters on the buttons are in the order of the first word.

## Manual Pages

* Original
* Embellished (Timwi)
View Original

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

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.

## Striking and Solving

The module will cause a strike if:

* The OK button is pressed with an incorrect answer.

The module will be disarmed when:

* The OK button is pressed with the correct answer.

## Strategy/Trivia

* 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.
Connection Check

Determine the presence or absence of connections between nodes in a graph structure.

### Edgework and Outside Info Required:

Serial Number
Batteries

### Next Released Module

[[Letter Keys]]

The Connection Check module presents the Defuser with four number pairs between 1-8, with a light in the middle that can be toggled between GREEN and RED. The lights must be set to the correct position depending on how the numbers are connected in a graph on the manual page.

## Manual Pages

* Original
* Optimized (Elias)

## On the Subject of Connection Check

What is this, some kind of circuit visualization? I don't even care anymore...

View Original

* This module contains 4 number pairs placed on each side of 4 LEDs and a "Check" button.
* To disarm this module, you must follow these steps:

1. Find out in which chart you will be looking for connections, using the rules given below.
2. For each LED look at the numbers on each side of it and check if there is a line connecting the circles denoted with those numbers in the right chart.
3. If there is such a connection, switch the LED to GREEN, otherwise switch it to RED.
4. Press the "CHECK" button. If LED positions are correct, the module will disarm. Otherwise the bomb will register a strike.

*To determine the right chart on the next page you will need a character of the bomb’s serial number. Use the following rules to find out which character you need. Then, on the next page, search for that character in the codes that label the charts. The chart with a code containing your character is the chart you are looking for.*

Otherwise, if there is **more than one "1"** on the module, look at the **first** character of the serial number.
Otherwise, if there is **more than one "7"** on the module, look at the **last** character of the serial number.
Otherwise, if there are **at least three "2"** on the module, look at the **second** character of the serial number.
Otherwise, if there is **no "5"** on the module, look at the **fifth** character of the serial number.
Otherwise, if there are **exactly two "8"s** on the module, look at the **third** character of the serial number.
Otherwise, if there are **more than 6 batteries** or **no batteries** on the bomb, look at the **last** character of the serial number.
Otherwise, **count the number of batteries** on the bomb. Use that number to decide which character of the serial number you should look at. E.g.: if there are 3 batteries, look at the third character of the serial number.

## On the Subject of Solving Connection Check

View Original

* Use the smaller table to determine the correct SN character to use.
* Referencing the row with that character to the left, each column shows a digit at the top, and all connections to that number in the cell.

 Otherwise | Last

## Striking and Solving

The module will cause a strike if:

* an incorrect answer is submitted.

The module will be disarmed when:

* the correct answer is submitted.

## Strategy/Trivia

* At the start, read aloud all the numbers at once. Have your Expert figure out the correct answers, and say "yes" or "no" for each pair.
Modules

An empty KTaNE Module.

A module is one of the different puzzles that must be solved on the bomb in order to defuse the Bomb. They can be identified with a light in the corner, usually the top right. They can be solved in any order to defuse the bomb. When all the modules are disarmed, the bomb will be defused.

Note that some mod modules refer to other modules for information on how to solve them, more info can be found on their subsequent page.

## Manual Page: 3 of 23

Each bomb will include up to 11 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.
The Octadecayotton

Calculate an endpoint to reach from 9-dimensional rotations, then navigate through a 9-dimensional grid 3 axes at a time, with the axes completely shuffled.

## On the Subject of The Octadecayotton

"What could possibly go wrong?" - You, right now.

*See Appendix BLANK in Blind Alley for blank modules identification.*

The module's appearance is initially blank.

3 Dimensions=

## The Octadecayotton (3 Dimensions)

9 dimensions is the default, but each unactivated Octadecayotton reduces the dimension count by 1.

* Mod settings alter the maximum number of dimensions used.
* This means that the last activated Octadecayotton will always have the exact number the mod setting uses.

The  spheres will start moving, resembling the transformations (rotations and/or reflections) of a 3-dimensional cube. 3 transformations are shown (though mod settings can change this value), followed by a brief pause before starting over.

### Identifying Dimensions

* There are 3 dimensions: X, Y, and Z.
* Every sphere represents a corner on the 3-dimensional cube, where 3 lines would meet, all of them being 1 of each axis.
	+ For example, a 2-dimensional square has 4 locations where the X and Z lines meet, placing the 4 spheres on those 4 intersections.
* The axes X, Y, and Z represent left/right, toward/away, and up/down respectively. A positive axis means right, toward, or up, and a negative axis means left, away, and down.
	+ This means that each sphere has 1 of each axis, though each axis is either negative or positive, dictated by their location.

Back to the example of a 2-dimensional square, the top-left sphere would be -X and +Z, while the bottom-right sphere would be +X and -Z.
Each sphere is color-coded based on how positive it is on the X, Y, and Z plane. With red taking X (right), green taking Y (towards), and blue taking Z (up). A sphere with all axes positive is fully (or as close to) white, and a sphere with all axes negative is fully black.
Additive color mixing is used, meaning that high amounts of X and Z, but low amounts of Y will result in approximately magenta.
Edgework

Edgework are appear on the sides, top, and bottom of the bomb casing. They are randomly generated each bomb, and their primary purpose is to add a sense of randomness to modules that do not have one before. The edgework on a bomb includes the serial number plus the widgets, which are other items that can appear on the edge of the bomb that generate in random quantities.

## Manual Page: 3 of 23 - 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, bottom, or sides of the bomb casing. See Appendix A, B, and C for identification instructions that will be useful in disarming certain modules.
Mystic Square

Solve a 3×3 sliding puzzle, but avoid uncovering the skull before you find the knight.

### Next Released Module

Crazy Talk

The Mystic Square module is basically a slide puzzle, where all numbers must be in order. The defuser must not uncover the skull before uncovering the knight. The middle number in the puzzle determines the starting point.

## On the Subject of the Mystic Square

O knight of shining armour, deliver us from the evil of the skull!

1. **"row"/"column" on this page always refers to the table below.**
2. Do not uncover the skull before uncovering the knight.
3. How to find the skull:
	1. If the middle position is empty, the skull is under the 7. Continue to step 4.
	2. The middle number determines which row/column to use. If the last digit in the serial number is in one of the five cross positions as shown in the diagram below, use rows. Otherwise, use columns.

	3. Start from the empty position on the module. Using the table below, consider each number in the row/column and check if it's a direct neighbour to the current position. If it is, continue from that position. The final position is where the skull is located.
	4. To disarm the module, move the sliders into a target constellation shown on the next page.

**“row”/“column” on this page always refers to the module.**

Determining the desired constellation:

Before moving any sliders, use the sum of the rows as R1, R2 and R3 and the sum of the columns as C1, C2 and C3 to look up the target constellations in the table below. The following constellation is always acceptable.

## Striking and Solving

The module will cause a strike if:

* You uncover the skull before uncovering the knight.

The module will be disarmed when:

* The sliders are moved correctly into position.

## Strategy/Trivia

* Almost always, the defuser will solve the module using the 1-2-3-4-5-6-7-8-Blank setup.
* If you find the knight, it is impossible to get any strikes from this module.

## Impostor Identification

This module is actually an Impostor if:

* One of the sliders is a 9.
* The initial position displays a skull on the blank.
Just Dance Ultimate

***Just Dance Ultimate*** is the game created by JUST LIAMZ.

***thumb|centre|400px|link=***

## Code Unlockables

With the code AD1234567 you can unlock the next songs:

With the code ROCKN4:

## Trivia

* The JD coins regrets from Just Dance Go!.
* This Just Dance not have themes in Mashups.
* Only 13 songs has been leaked, 3 (C'mon, The Way and Starships) on the cover, 4 (Tik Tok, Dancing Diva, Don't You Worry Child and Addicted To You) on the leaked menus, Gangnam Style has been descubierted on adversiment, Blame with Applause (only Alternate Version) are leaked in the announcement logo, Moves Like Jagger with Till I Find You and Airplanes are leaked in the leaked random playlist.
* It's introduced the JDN coins. Only with a Just Dance Now connection.

## Gallery

Leaked Pal CoverLeaked Wii CoverLeaked LogoLeaked Menu with leaked songsLeaked Coach Selection MenuLeaked NTSC logoLeaked code for unlock exclusive songs and avatarsRock N' Roll Code AdversimentLeaked Random PlaylistConfirmed Mash Up's on JDNNew song teaserBackground TeaserBackground Teaser 2New song Teaser 2Background Teaser New Song 2New song Teaser 3Background Teaser 3Stay Tune adversiment with new coaches

## Avatars

Starships AvatarC'mon AvatarThe Way AvatarGangnam Style AvatarAddicted To You AvatarDon't You Worry Child AvatarBlame AvatarApplause AvatarMoves Like Jagger AvatarTill I Find You AvatarThe Hills AvatarWhat Makes You Beautiful AvatarHeartbeat Song Avatar(Dancing Diva) Song 2 AvatarTik Tok AvatarNever Gonna Give You Up Dinosaur Avatar (Holiday)Animals (P1) AvatarJust Dance AvatarTurn Up The Love (P1) AvatarBlurred Lines (P1) AvatarWe No Speak Americano AvatarAlfonso Signorini (Eroe Nazionale) AvatarCosmic Girl AvatarKaboom Pow Avatar
## Unlockables Avatars

Fancy AvatarBig Girl (You Are Beautiful) AvatarCotton Eye Joe AvatarI Luh Ya Papi AvatarDynamite AvatarRock N' Roll (Will Take The Mountain) AvatarC'mon (P1) AvatarGangnam Style Avatar
Skewed Slots

Obtain a 3-digit code from a given 3-digit code using awkward mathematical rules and edgework.

### Next Released Module

Perspective Pegs

The Skewed Slots module contains three number reels which can be adjusted for any digit from 0 to 9. Based on the inital value the slots are scrolled to, math operations are applied to modify the slots and submit the correct return code.

## Manual Pages

* Original
* Optimized (Timwi)

## Skewed Slots

This has to be illegal somehow...

*See Appendix A for indicator identification reference.
See Appendix B for battery identification reference.
See Appendix C for port identification reference.
See Appendix Math for a mathmatical terms reference.*

* A skewed slots module contains 3 numeric displays and a submit button on it.
* Based on the current display on the slots, submit the correct digits based on following sections of rules. Each section is labeled with which slot it applies to.
* After all the rules have been applied, if the number is below 0, add 10. Otherwise if the number is above 9, subtract 10. Repeat this until the number is between 0-9.
* If you submit the incorrect digits, the slots will automatically spin and a strike will be assigned.

***NOTE:*** The original digit is the digit before it was modified at all.

 ***3rd Slot***If there is a serial port on the bomb, add the largest number from the serial number.Otherwise, if the original digit is the same as any of the other original digits, leave this number unchanged.Otherwise, if the number is greater than or equal to 5, add up all the individual digits in the binary form of the original digit for the new number.Otherwise, add 1 to the number.

## Appendix Math: Mathematical Terms Reference

### Fibonacci Sequence

1, 1, 2, 3, 5, 8, 13, 21, 34, 55, 89, 144, ...
Kars (Novel)

File:Kars Novel Jojo.png

## Information

**Name:** Kars

**Origin:** Jojo Bizarre Adventures

**Classification:** Mythological being

**Gender:** Male

**Age:** 1,000+ years old

**Intelligence:** Super Genius

**Range:** Universe Level (Power scaling Giorno Giovanna)

**Destructive capacity:** Universe Level (Power scaling Giorno Giovanna)

**Stamina:** Supernatural Level
Password

* Steam
* Wireframe

## Image Informatiom

### Flavour Text

Fortunately this password doesn't seem to meet standard government security requirements: 22 characters, mixed case, numbers in random order without any palindromes above length 3.

### Alt Flavour Text

Unfortunately these passwords may have some special characters in them. That's at least one point towards meeting standard government security requirements.

## Module Display

Spell a word by setting each of five letter slots to the correct position.

### Next Module

Morse Code

The Password module consists of a five letter display with arrows above and below them. The defuser must cycle between all six letters in each slot and tell the expert those letters. The expert must then find a word that has a letter in all five slots. Only one word is present in the module.

## Manual Pages

* Original
* Condensed (S.)
* Optimised (Timwi)

Instructions for this module can be found on page 17 of the Bomb Defusal Manual. Or, click here:
View Original

* The buttons above and below each letter will cycle through the possibilities for that position.
* Only one combination of the available letters will match a password below.
* Press the submit button once the correct word has been set.

View Original

This module is identical to Passwords, except the passible passwords are in a different language. Check if there is a barcode sticker on the module with label "XX V#", where XX is a two or three letter language code, and # is a digit. If there is no sticker, you are not looking at a translated Passwords module.

Perform the instructions as found on the manual page for Passwords, using the tables below to help find the right password for the right language.

Translated password tables

Click the above header to display translated tables.

View Original

* The buttons above and below each letter will cycle through the possibilities for that position.
* Only one combination of the available letters will match a password below.
* Press the submit button once the correct word has been set.

## Striking and Solving

The bomb will record a strike if:

* the submit button is pressed before setting the letter slots correctly

The module will be disarmed when:

* the submit button is pressed when the correct word has been set.

## Strategy/Trivia

* The main way to defuse this module is to give the expert all six of the letters in the slots.
	+ You do not need to give out every single letter in every single slot. Usually, the first three slots are fine.
* It may help to learn a few of the passwords. It may also help to remember that S, T, and W have five or six passwords, the most of the module, and are therefore the most likely to form the password.
* If you have multiple possibilities even after being given three slots (ex. THI can be THINK or THING), you can just tell the defuser to look in the last slots for the correct letters.
Monsplode, Fight!

(someone please insert the Monsplode™ images for the manual, thank you.)

Perform the correct move based on the Monsplode™ you fight.

The Monsplode, Fight! module features a screen with a Monsplode™ on it, and 4 buttons containing various moves on them. The defuser must click the correct move to perform to solve the module.

## On the Subject of Monsplode, Fight!

Are you still a fan of some animated series from your childhood? It looks like you stumbled upon another fan.

## Manual Pages

* You encountered a wild Monsplode™.
* You can perform 4 different moves against it.
* Pick a move to deal the highest possible net damage to the opposing Monsplode™.
* A wrong move will incur a strike and the module will reset.
* Each move has a type, damage, and sometimes a special rule.(Special rules can override earlier information.)
* Each Monsplode™ also has a type, and a special rule.
* Net damage of a move is its base damage multiplied by the type advantage/disadvantage multiplier.

## Striking and Solving

The module will cause a strike if:

* you perform the incorrect move

The module will be disarmed if:

* you perform the correct move

## Strategy/Trivia

Some moves are easy to remember when to push/not push them. E.g: "Boom" and "Defuse". The fastest way would be to list off your Monsplode™ and possible moves, and let the expert do their thing.
Semaphore

Decipher the flag signals for letters and numbers used in naval communication.

The Semaphore module is based off of the flag symbols used for naval communication. In this module, the task is to find a certain character based off of the characters in the serial number.

## Manual Pages

* Original
* Optimized (Nanthelas)

## On the Subject of Semaphore

This module demands attention from the sea - unlucky for you the bomb's bone dry.

View Original

*See the next page for Semaphore reference.*

* A semaphore module will present with a previous button, a next button, an OK button and a semaphore indicator.
* Use the previous and next buttons to navigate through the semaphore sequence, starting from the left-most semaphore character to the right-most semaphore character.
* The semaphore sequence will contain some characters from the serial number on the bomb, but also includes one other character not present in the serial number.
* Navigate to the one and only character that is missing from the serial number, and then press the OK button.
* Control characters, such as 'Numerals', 'Letters', 'Error', 'Rest' and 'Cancel' are not considered as a valid answer.

### Semaphore Reference

Numbers are signaled by first signalling 'Numerals', then the numbers. Similarly, letters are signaled by first signalling 'Letters', then the letters.

Use the following graphics as a reference to how to interpret semaphore characters.

Rest / SpaceNumeralsError / AttentionA or 1B or 2C or 3D or 4E or 5F or 6G or 7H or 8I or 9J or LettersK or 0LMNOPQRSTUVWXYZCancel / Annul
(All images by Denelson83, used under CC-BY-SA-3.0, via Wikimedia Commons)

## On the Subject of Signalling Semaphores

N.E W.SW S.NE SW.NE Rest SW.E S.WE

*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:

* The OK button is pressed on an incorrect flag symbol. The module will not reset upon striking.

The module will be disarmed if:

* The OK button is pressed on a correct flag symbol.

## Strategy/Trivia

* Out of the 9 possible choices that cycle through, it is possible there could be duplicate flag symbols.
Character induced stupidity

**Character Induced Stupidity** or given (CIS) refers to any mental limitations and or plain mental handicap that characters impose upon themselves and utterly reduce their ability/skills and powers effectively. But unlike PIS, CIS does not occur because the plot requires it at all, but because the character is genuinely that stupid in the story mostly common in all genre.
Strength Lifting Levels

* Below Human: 0-25 kg
* Regular Human: 50-80 kg (The mass of an adult human or large dog)
* Above Average Human: 80-120 kg (The mass of a washing machine or a tumble dryer)
* Athletic Human: 120-227 kg (The mass of a mature lion)
* Peak Human: 227-454 kg (Olympic weight lifters)
* Superhuman: ? (Anything above peak human that's for the most part unknown)
* Class 1: 454-1,000 kg (The mass of an adult bear)
* Class 5: 1,000-5,000 kg (The mass of cars, small trucks, etc.)
* Class 10: 5,000-10,000 kg (The mass of an adult elephant)
* Class 25: 10,000-25,000 kg (The mass of Big Ben's bell, a truck or a large motorboat)
* Class 50: 25,000-90,000 kg (The mass of a semi-trailer truck)
* Class 100: 10,000-100,000 kg (The mass of a tank)
* Class K: 100,000-1,000,000 kg (The mass of a blue whale or the heaviest of aircrafts)
* Class M: 1,000,000-1,000,000,000 kg (The mass of the largest ships or small pyramids)
* Class G: 1,000,000,000-1,000,000,000,000 kg (The mass of the human population or largest man-made structures)
* Class T: 1,000,000,000,000-1,000,000,000,000,000 kg (The mass of the heaviest mountains)
* Class P: 1,000,000,000,000,000-1,000,000,000,000,000,000 kg (The mass of the moon or small asteroids)
* Class E: 1,000,000,000,000,000,000-1,000,000,000,000,000,000,000 kg (The mass of Earth's atmosphere)
* Class Z: 1,000,000,000,000,000,000,000-1,000,000,000,000,000,000,000 kg (The mass or medium-sized planets like Earth)
* Class Y: 1,000,000,000,000,000,000,000,000-1,000,000,000,000,000,000,000,000 kg (The mass of large planets like Saturn or Jupiter)
* Pre-Stellar: 1,000,000,000,000,000,000,000,000,000-200,000,000,000,000,000,000,000,000,000 kg (The maximum mass a solid object can reach before gravitational collapse into a small star)
* Stellar: 200,000,000,000,000,000,000,000,000,000-? (The mass of small stars and beyond)
* Galactic Class: Galaxy Level
* Multi-Galactic Class: Multi-Galaxy Level
* Universal Class: Universe Level
* Multi-Universal Class: Multi-Universe Level
* Multiverse Class: Multiverse Level
* Megaverse Class: Megaverse Level
* Omniverse: Omnipotent beings only
Lights Out

Turn all the lights out in this logic puzzle where only several lights in a specific pattern can be switched.

## On the Subject of Lights Out

Who knew turning out all the lights was a hard task?

The Lights Out needy module is a logic puzzle that is mainly Defuser-based. When it activates, the goal is to turn off all nine lights in a 3×3 grid, but each light toggles itself and all of its neighbors (excluding diagonals.)

## Manual Page

* Press the buttons to switch off all the lights.
* When pressed, a button will invert the lit state of the button itself and the lit state of the adjacent buttons in the four major cardinal directions.

## Striking and Solving

The module will cause a strike if:

* The timer runs out.

The module will be disarmed when:

* The Defuser turns off all the lights.

## Strategy/Trivia

* One quick solution is to fiddle around with the module until only one light is on. From there, there is an easy way to turn off all the lights:
	+ If the one lit light is in the middle, press all of the buttons except the four corners, in any order.
	+ If the one lit light is in a corner, go to the opposite corner and press every button in its row and its column, except for the opposing corner itself. Finally, press the corner that was lit in the first place.
	+ If the one lit light is on the edge, press all three buttons on the opposite edge, and the middle button.
Thanos

## Information

**Name:** Thanos

**Origin:** Marvel Comics

**Classification:** Alien

**Gender:** Male

**Age:** Unknown

**Strength Lifting:** Medium Building Size|Immsearuable (IG/CC)

**Speed:**

**Striking Speed:** Mid Sonic Level

**Striking Strength:** Moon Level (Based)|Planet Level (Angry)

**Durability:** Planet level (Based)|Solar System Level (Tanked Black Bolts amped screams)|Multi-Galaxy (IG)|Universe Level (CC)

**Intelligence:** Super Genius level

**Range:**Planet level (Base)|Universe Level (IG/CC)

**Destructive capacity:** Planet level (Based)|Universe Level (IG/CC)

**Stamina:** Supernatural

## Stats

**Weakness:** Thanos has a deep love passion for Mistress Death and that he underestimates his oppentents once in deep conflict. His above genius level intelligence and his power obession made him develop a God Complex.

**Notable attacks and techniques:**
Poseidon (God of War)

File:Poseidon GOW.jpg

## Stats

**Powers and Abilities:** Superhuman strength, speed, durability, reactions and stamina, immortality (Type 1), regeneration (mid-low), aquakinesis, flight, electrokinesis, summoning, shapeshifting, power granting, some level of weather manipulation, control over the entire planet's oceans, ice manipulation.
Mr.Mxyzptlk

## Weaknesses

Mr.Mxyzptlk can be stopped only by tricking him into saying or spelling his own name backwards (Kltpzyxm), which will return him to his home in the 5th dimension.

## Powers and Abilities

5th Dimensional Imp operates outside the laws of any Reality. Their powers are pretty unlimited and are independent from laws of physique, realities or the logic. It is the reason why that when they enter in lower dimensions, they appear as entities having no limit. In other words they are almighty Omnipotent when they appears in lower dimension but in reality they are nigh-Omnipotent. Even a lowly courtjester 5th dimensionnal Imp can become king within these dimensions inferiors with their powers to make all they want only limited by their will.
Guts

## Information

**Name:** Guts.

**Origin:** Berserk.

**Classification:** Human.

**Gender:** Male.

**Age:** 20-24 years of age.

## Statistics

**Lifting** **Strength: Superhuman.**

**Intelligence:** Very skilled combatant.

**Range:** Extended melee range with Dragonslayer. A few meters with cannon arm. Hundreds of meters with repeater crossbow.

**Stamina:** Inhuman. Can take crippling injuries and survive, and even continue to fight. With the Berserker Armor, his sense of pain is completely numbed.

## **Powers, Abilities & Skills**

Superhuman Physical Characteristics (Strength, Speed, Durability, Stamina), Master Swordsman, Spiritual Damage via Dragonslayer, Pain Suppression and Night Vision via Berserker Armor.

## **Weaknesses**

The Berserker doesn't heal his wounds, but merely numbs his sense of pain.
Whis

File:Whis.png

## Information

**Name:** Whis

**Origin:** Dragon Ball Super

**Classification:** Deity

**Gender:** Male

**Age:** 75,000,000 Years Old

**Strength Lifting:** Unknown

**Speed:** Needs Debating

**Striking Speed:** Mid Sonic Level (Power scaling Beerus+Goku)

**Striking Strength:** Mountain Level (Power scaling Beerus)

**Durability:** Planet Level

**Intelligence:** Genius

**Range:** Universe Level

**Destructive capacity:** Planet Level|Multi-Sun Level (Power scaling)

**Stamina:** Supernatural