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To defuse the module, locate the goal wall, and move through it from either side.One of the walls is the goal, the rest will cause strikes if moved into.The defuser to the space on the opposite side, provided there is The maze map is cyclic moving off one of the edges will take.Space, and if there is a symbol in the space ahead. Walls, which also shows the symbol on the floor of the current
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Locate the defuser using a 3D view of the maze.Orientation in one of the ten mazes below. The defuser starts in a random position and.You are in a maze of twisty passages, all alike.Įxits are to the north, south, east, and west. Manual pages of certain modules requiring this information may not always refer to these appendices.įurther appendices provide elaboration on other less common widgets, as well as on general concepts that may be useful in disarming certain modules. See Appendix A, B, and C for identification instructions. Many modules will require information about Indicators, Batteries, Ports. This type of information can typically be found on the top, bottom, or sides of the bomb casing. Some disarming instructions will require specific information about the bomb, such as the serial number or other widgets. Some bombs might allow for more than three strikes, however it may be possible that the strike indicator can only display up to two strikes and not show any additional strikes. If no strike indicator is present above the countdown timer, the bomb will explode upon the first strike, leaving no room for error.
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The timer will begin to count down faster after a strike has been recorded. Bombs with a strike indicator will typically explode upon the third strike. When the Defuser makes a mistake, the bomb will record a strike which will be displayed on the indicator above the countdown timer.
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