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KeepTalkingAndNobodyExplodes BombDefusalManual v1

The document provides instructions for defusing bombs in the video game Keep Talking and Nobody Explodes. It details how bombs work, including modules that must be disarmed and strikes recorded if mistakes are made. Sections cover identifying modules and wires, as well as instructions for specific components like buttons.
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© © All Rights Reserved
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0% found this document useful (0 votes)
94 views12 pages

KeepTalkingAndNobodyExplodes BombDefusalManual v1

The document provides instructions for defusing bombs in the video game Keep Talking and Nobody Explodes. It details how bombs work, including modules that must be disarmed and strikes recorded if mistakes are made. Sections cover identifying modules and wires, as well as instructions for specific components like buttons.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 12

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Keep Talking and Nobody Explodes v. 1 Introduction

Welcome to the dangerous and challenging world of bomb defusing.

BOMB DEFUSAL 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!

MANUAL
www.keeptalkinggame.com

Version 1
Verification Code: 241

Video game companion manual. Find out more at www.keeptalkinggame.com Page 2 of 23


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Keep Talking and Nobody Explodes v. 1 Defusing Bombs Keep Talking and Nobody Explodes v. 1 Section 1: Modules

Defusing Bombs
A bomb will explode when its countdown timer reaches 0:00 or when too many
strikes have been recorded. The only way to defuse a bomb is to disarm all of its
modules before its countdown timer expires.

Example Bomb

Section 1: Modules
Front Side
Modules can be identified by an LED in the top right corner.
Modules When this LED is lit green, the module has been disarmed.

Each bomb will include up to 11 modules that must be disarmed. Each module is All modules must be disarmed to defuse the bomb.
discrete and can be disarmed in any order.

Instructions for disarming modules can be found in Section 1. "Needy" modules


present a special case and are described in Section 2.

Strikes
When the Defuser makes a mistake, the bomb will record a strike Strike
Indicator
which will be displayed on the indicator above the countdown
timer. Bombs with a strike indicator will explode upon the third
strike. The timer will begin to count down faster after a strike
has been recorded.

If no strike indicator is present above the countdown timer, the


bomb will explode upon the first strike, leaving no room for error.

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.

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Keep Talking and Nobody Explodes v. 1 Wires Keep Talking and Nobody Explodes v. 1 The Button

On the Subject of Wires On the Subject of The Button


Wires are the lifeblood of electronics! Wait, no, electricity is the lifeblood. You might think that a button telling you to press it is pretty straightforward.
Wires are more like the arteries. The veins? No matter… That’s the kind of thinking that gets people exploded.

A wire module can have 3-6 wires on it. See Appendix A for indicator identification reference.
Only the one correct wire needs to be cut to disarm the See Appendix B for battery identification reference.
module.
Follow these rules in the order they are listed. Perform the
Wire ordering begins with the first on the top.
first action that applies:
3 wires: 1. If the button is blue and the button says "Abort", hold the button and refer
If there are no red wires, cut the second wire. to "Releasing a Held Button".
Otherwise, if the last wire is white, cut the last wire. 2. If there is more than 1 battery on the bomb and the button says "Detonate",
Otherwise, if there is more than one blue wire, cut the last blue wire. press and immediately release the button.
Otherwise, cut the last wire. 3. If the button is white and there is a lit indicator with label CAR, hold the
4 wires: button and refer to "Releasing a Held Button".
If there is more than one red wire and the last digit of the serial number is 4. If there are more than 2 batteries on the bomb and there is a lit indicator
odd, cut the last red wire. with label FRK, press and immediately release the button.
Otherwise, if the last wire is yellow and there are no red wires, cut the first 5. If the button is yellow, hold the button and refer to "Releasing a Held
wire. Button".
Otherwise, if there is exactly one blue wire, cut the first wire. 6. If the button is red and the button says "Hold", press and immediately
Otherwise, if there is more than one yellow wire, cut the last wire. release the button.
Otherwise, cut the second wire. 7. If none of the above apply, hold the button and refer to "Releasing a Held
Button".
5 wires:
If the last wire is black and the last digit of the serial number is odd, cut
Releasing a Held Button
the fourth wire.
Otherwise, if there is exactly one red wire and there is more than one yellow If you start holding the button down, a colored strip will light up on the right
wire, cut the first wire. side of the module. Based on its color, you must release the button at a specific
Otherwise, if there are no black wires, cut the second wire. point in time:
Otherwise, cut the first wire.
Blue strip: release when the countdown timer has a 4 in any position.
6 wires: White strip: release when the countdown timer has a 1 in any position.
If there are no yellow wires and the last digit of the serial number is odd,
Yellow strip: release when the countdown timer has a 5 in any position.
cut the third wire.
Any other color strip: release when the countdown timer has a 1 in any
Otherwise, if there is exactly one yellow wire and there is more than one
position.
white wire, cut the fourth wire.
Otherwise, if there are no red wires, cut the last wire.
Otherwise, cut the fourth wire.

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Keep Talking and Nobody Explodes v. 1 Keypads Keep Talking and Nobody Explodes v. 1 Simon Says

On the Subject of Keypads On the Subject of Simon Says


I'm not sure what these symbols are, but I suspect they have something to do with This is like one of those toys you played with as a kid where you have to match the
occult. pattern that appears, except this one is a knockoff that was probably purchased at
a dollar store.
Only one column below has all four of the symbols from
the keypad. 1. One of the four colored buttons will flash.
Press the four buttons in the order their symbols appear 2. Using the correct table below, press the button with the
from top to bottom within that column. 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.

Blue
Red Yellow
Green

If the serial number contains a vowel:

Red Blue Green Yellow


Flash Flash Flash Flash
No Strikes Blue Red Yellow Green
Button to press: 1 Strike Yellow Green Blue Red
2 Strikes Green Red Yellow Blue

If the serial number does not contain a vowel:

Red Blue Green Yellow


Flash Flash Flash Flash
No Strikes Blue Yellow Green Red
Button to press: 1 Strike Red Blue Yellow Green
2 Strikes Yellow Green Blue Red

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Keep Talking and Nobody Explodes v. 1 Who's on First Keep Talking and Nobody Explodes v. 1 Who's on First

On the Subject of Who’s on First


Step 2:
This contraption is like something out of a sketch comedy routine, which might
be funny if it wasn't connected to a bomb. I’ll keep this brief, as words only Using the label from step 1, push the first button that appears in its
complicate matters.
corresponding list:
1. Read the display and use step 1 to determine which
"READY": YES, OKAY, WHAT, MIDDLE, LEFT, PRESS, RIGHT, BLANK, READY, NO, FIRST, UHHH, NOTHING, WAIT
button label to read.
2. Using this button label, use step 2 determine which "FIRST": LEFT, OKAY, YES, MIDDLE, NO, RIGHT, NOTHING, UHHH, WAIT, READY, BLANK, WHAT, PRESS, FIRST

button to push. "NO": BLANK, UHHH, WAIT, FIRST, WHAT, READY, RIGHT, YES, NOTHING, LEFT, PRESS, OKAY, NO, MIDDLE
3. Repeat until the module has been disarmed. "BLANK": WAIT, RIGHT, OKAY, MIDDLE, BLANK, PRESS, READY, NOTHING, NO, WHAT, LEFT, UHHH, YES, FIRST

"NOTHING": UHHH, RIGHT, OKAY, MIDDLE, YES, BLANK, NO, PRESS, LEFT, WHAT, WAIT, FIRST, NOTHING, READY
Step 1:
"YES": OKAY, RIGHT, UHHH, MIDDLE, FIRST, WHAT, PRESS, READY, NOTHING, YES, LEFT, BLANK, NO, WAIT
Based on the display, read the label of a particular button and proceed to step 2:
"WHAT": UHHH, WHAT, LEFT, NOTHING, READY, BLANK, MIDDLE, NO, OKAY, FIRST, WAIT, YES, PRESS, RIGHT

YES FIRST DISPLAY OKAY SAYS NOTHING "UHHH": READY, NOTHING, LEFT, WHAT, OKAY, YES, RIGHT, NO, PRESS, BLANK, UHHH, MIDDLE, WAIT, FIRST

"LEFT": RIGHT, LEFT, FIRST, NO, MIDDLE, YES, BLANK, WHAT, UHHH, WAIT, PRESS, READY, OKAY, NOTHING

"RIGHT": YES, NOTHING, READY, PRESS, NO, WAIT, WHAT, RIGHT, MIDDLE, LEFT, UHHH, BLANK, OKAY, FIRST

"MIDDLE": BLANK, READY, OKAY, WHAT, NOTHING, PRESS, NO, WAIT, LEFT, MIDDLE, RIGHT, FIRST, UHHH, YES

BLANK NO LED LEAD READ "OKAY": MIDDLE, NO, FIRST, YES, UHHH, NOTHING, WAIT, OKAY, LEFT, READY, BLANK, PRESS, WHAT, RIGHT

"WAIT": UHHH, NO, BLANK, OKAY, YES, LEFT, FIRST, PRESS, WHAT, WAIT, NOTHING, READY, RIGHT, MIDDLE

"PRESS": RIGHT, MIDDLE, YES, READY, PRESS, OKAY, NOTHING, UHHH, BLANK, LEFT, FIRST, WHAT, NO, WAIT

"YOU": SURE, YOU ARE, YOUR, YOU'RE, NEXT, UH HUH, UR, HOLD, WHAT?, YOU, UH UH, LIKE, DONE, U

RED REED LEED HOLD ON YOU YOU ARE "YOU ARE": YOUR, NEXT, LIKE, UH HUH, WHAT?, DONE, UH UH, HOLD, YOU, U, YOU'RE, SURE, UR, YOU ARE

"YOUR": UH UH, YOU ARE, UH HUH, YOUR, NEXT, UR, SURE, U, YOU'RE, YOU, WHAT?, HOLD, LIKE, DONE

"YOU'RE": YOU, YOU'RE, UR, NEXT, UH UH, YOU ARE, U, YOUR, WHAT?, UH HUH, SURE, DONE, LIKE, HOLD

"UR": DONE, U, UR, UH HUH, WHAT?, SURE, YOUR, HOLD, YOU'RE, LIKE, NEXT, UH UH, YOU ARE, YOU

YOUR YOU'RE UR THERE THEY'RE THEIR "U": UH HUH, SURE, NEXT, WHAT?, YOU'RE, UR, UH UH, DONE, U, YOU, LIKE, HOLD, YOU ARE, YOUR

"UH HUH": UH HUH, YOUR, YOU ARE, YOU, DONE, HOLD, UH UH, NEXT, SURE, LIKE, YOU'RE, UR, U, WHAT?

"UH UH": UR, U, YOU ARE, YOU'RE, NEXT, UH UH, DONE, YOU, UH HUH, LIKE, YOUR, SURE, HOLD, WHAT?

"WHAT?": YOU, HOLD, YOU'RE, YOUR, U, DONE, UH UH, LIKE, YOU ARE, UH HUH, UR, NEXT, WHAT?, SURE

THEY ARE SEE C CEE "DONE": SURE, UH HUH, NEXT, WHAT?, YOUR, UR, YOU'RE, HOLD, LIKE, YOU, U, YOU ARE, UH UH, DONE

"NEXT": WHAT?, UH HUH, UH UH, YOUR, HOLD, SURE, NEXT, LIKE, DONE, YOU ARE, UR, YOU'RE, U, YOU

"HOLD": YOU ARE, U, DONE, UH UH, YOU, UR, SURE, WHAT?, YOU'RE, NEXT, HOLD, UH HUH, YOUR, LIKE

"SURE": YOU ARE, DONE, LIKE, YOU'RE, YOU, HOLD, UH HUH, UR, SURE, U, WHAT?, NEXT, YOUR, UH UH

"LIKE": YOU'RE, NEXT, U, UR, HOLD, DONE, UH UH, WHAT?, UH HUH, YOU, LIKE, SURE, YOU ARE, YOUR

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Keep Talking and Nobody Explodes v. 1 Memory Keep Talking and Nobody Explodes v. 1 Morse Code

On the Subject of Memory On the Subject of Morse Code


Memory is a fragile thing but so is everything else when a bomb goes off, so pay An antiquated form of naval communication? What next? At least it's genuine Morse
attention! Code, so pay attention and you might just learn something.

Press the correct button to progress the module to the Interpret the signal from the flashing light using the
next stage. Complete all stages to disarm the module. Morse Code chart to spell one of the words in the table.
Pressing an incorrect button will reset the module back The signal will loop, with a long gap between
to stage 1. repetitions.
Button positions are ordered from left to right. Once the word is identified, set the corresponding frequency and press the
transmit (TX) button.
Stage 1:
If the display is 1, press the button in the second position. How to Interpret Respond
If the display is 2, press the button in the second position.
If the
1. A short flash represents a dot.
at
If the display is 3, press the button in the third position. word is:
2. A long flash represents a dash. frequency:
If the display is 4, press the button in the fourth position. 3. There is a long gap between letters.
4. There is a very long gap before the word repeats. shell 3.505 MHz
Stage 2: halls 3.515 MHz
A U
If the display is 1, press the button labeled "4". B V slick 3.522 MHz
If the display is 2, press the button in the same position as you pressed in stage 1. C W
If the display is 3, press the button in the first position. D X trick 3.532 MHz
If the display is 4, press the button in the same position as you pressed in stage 1. E Y
F Z boxes 3.535 MHz
G leaks 3.542 MHz
Stage 3:
H
If the display is 1, press the button with the same label you pressed in stage 2. I strobe 3.545 MHz
If the display is 2, press the button with the same label you pressed in stage 1. J bistro 3.552 MHz
If the display is 3, press the button in the third position. K 0
If the display is 4, press the button labeled "4". L 1 flick 3.555 MHz
M 2
N 3 bombs 3.565 MHz
Stage 4:
O 4 break 3.572 MHz
If the display is 1, press the button in the same position as you pressed in stage 1. P 5
If the display is 2, press the button in the first position. Q 6 brick 3.575 MHz
If the display is 3, press the button in the same position as you pressed in stage 2. R 7 steak 3.582 MHz
If the display is 4, press the button in the same position as you pressed in stage 2. S 8
T 9 sting 3.592 MHz
Stage 5: vector 3.595 MHz
If the display is 1, press the button with the same label you pressed in stage 1. beats 3.600 MHz
If the display is 2, press the button with the same label you pressed in stage 2.
If the display is 3, press the button with the same label you pressed in stage 4.
If the display is 4, press the button with the same label you pressed in stage 3.

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Keep Talking and Nobody Explodes v. 1 Complicated Wires Keep Talking and Nobody Explodes v. 1 Wire Sequences

On the Subject of Complicated Wires On the Subject of Wire Sequences


These wires aren't like the others. Some have stripes! That makes them completely It's hard to say how this mechanism works. The engineering is pretty impressive,
different. The good news is that we've found a concise set of instructions on what but there must have been an easier way to manage nine wires.
to do about it! Maybe too concise...
Within this module there are several panels with wires
Look at each wire: there is an LED above the wire and a on them, but only one panel is visible at a time. Switch
space for a "★" symbol below the wire. to the next panel by using the down button and the
For each wire/LED/symbol combination, use the Venn previous panel by using the up button.
diagram below to decide whether or not to cut the wire. Do not switch to the next panel until you are sure that you have cut all
Each wire may be striped with multiple colors. necessary wires on the current panel.
Cut the wires as directed by the following table. Wire occurrences are
C cumulative over all panels within the module.
S S
Red Wire Occurrences Blue Wire Occurrences Black Wire Occurrences
S Cut if Cut if Cut if
C P Wire Wire Wire
connected connected connected
Occurrence Occurrence Occurrence
to: to: to:
C P S D First red First blue First black
C B A, B or C
occurrence occurrence occurrence
Second red Second blue Second black
D B A or C A or C
occurrence occurrence occurrence
D B
Third red Third blue Third black
P B A B B
occurrence occurrence occurrence
B Fourth red Fourth blue Fourth black
A or C A A or C
occurrence occurrence occurrence
Fifth red Fifth blue Fifth black
B B B
occurrence occurrence occurrence
Wire has red Letter Instruction Sixth red Sixth blue Sixth black
coloring A or C B or C B or C
C Cut the wire occurrence occurrence occurrence

Wire has blue D Do not cut the wire Seventh red Seventh blue Seventh black
A, B or C C A or B
coloring Cut the wire if the last digit of the
occurrence occurrence occurrence
S
serial number is even Eighth red Eighth blue Eighth black
A or B A or C C
Has ★ symbol Cut the wire if the bomb has a occurrence occurrence occurrence
P
parallel port Ninth red Ninth blue Ninth black
B A C
Cut the wire if the bomb has two or occurrence occurrence occurrence
LED is on B
more batteries

See Appendix B for battery identification reference.


See Appendix C for port identification reference.

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Keep Talking and Nobody Explodes v. 1 Mazes Keep Talking and Nobody Explodes v. 1 Passwords

On the Subject of Mazes On the Subject of Passwords


This seems to be some kind of maze, probably stolen off of a restaurant placemat. Fortunately this password doesn't seem to meet standard government security
requirements: 22 characters, mixed case, numbers in random order without any
Find the maze with matching circular markings. palindromes above length 3.

The defuser must navigate the white light to the red


The buttons above and below each letter will cycle
triangle using the arrow buttons.
through the possibilities for that position.
Warning: Do not cross the lines shown in the maze. These
Only one combination of the available letters will
lines are invisible on the bomb.
match a password below.
Press the submit button once the correct word has been set.

about after again below could

every first found great house

large learn never other place

plant point right small sound

spell still study their there

these thing think three water

where which world would write

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Keep Talking and Nobody Explodes v. 1 Section 2: Needy Modules Keep Talking and Nobody Explodes v. 1 Venting Gas

On the Subject of Venting Gas


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.

Respond to the computer prompts by pressing "Y" for "Yes"


or "N" for "No".

Section 2: Needy Modules


Needy modules cannot be disarmed, but pose a recurrent
hazard.

Needy modules can be identified as a module with a small


2‑digit timer in the top center. Interacting with the bomb
may cause them to become activated. Once activated, these
needy modules must be tended to regularly before their timer
expires in order to prevent a strike.

Stay observant: needy modules may reactivate at any time.

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Keep Talking and Nobody Explodes v. 1 Capacitor Discharge Keep Talking and Nobody Explodes v. 1 Knobs

On the Subject of Capacitor Discharge On the Subject of Knobs


I'm going to guess that this is just meant to occupy your attention, because Needlessly complicated and endlessly needy. Imagine if such expertise were used
otherwise this is some shoddy electronics work. to make something other than diabolical puzzles.

Discharge the capacitor before it overloads by holding The knob can be turned to one of four different
down the lever. 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 have rotated.

LED Configurations

Up Position:
X X X X X X
X X X X X X X X X

Down Position:
X X X X X X
X X X X X X X

Left Position:
X X
X X X X X X

Right Position:
X X X X X X X X
X X X X X X X X

X = Lit LED

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Keep Talking and Nobody Explodes v. 1 Appendix A Keep Talking and Nobody Explodes v. 1 Appendix B

Appendix A: Indicator Identification Reference Appendix B: Battery Identification Reference


Labelled indicator lights can be found on the sides of the bomb casing. Common battery types can be found within enclosures on the sides of the bomb
casing.

Battery Type

Common Indicators AA

SND
CLR
CAR
D
IND
FRQ
SIG
NSA
MSA
TRN
BOB
FRK

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Keep Talking and Nobody Explodes v. 1 Appendix C

Appendix C: Port Identification Reference


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

Port Name

DVI-D

Parallel

PS/2

RJ-45

Serial

Stereo RCA

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