﻿ Captain Wheeler — Keep Talking and Nobody Explodes Module

## On the Subject of Captain Wheeler

“Look at me! I am the Captain now.”

This is a module in which you ascertain a Captain and his ship based off his wheel preferences.

### The Wheel:

On the module, there is a spinning wheel. The wheel has 3 properties:

1. The color of the wheel,
2. The rotation of the wheel,
3. And the speed of the wheel.

Ask the defuser for these and record them. Based on these properties, you have to figure out which captain you are working for and what ship you are on.

### Pressing the Wheel:

Once you have recorded the wheel’s properties down, you can instruct the defuser to press the wheel. Note that you cannot view the wheel’s properties after pressing it. The wheel will descend into the module, with 2 displays and a Captain hat rising. These will be used later.

### Captain Selection:

Based on the wheel’s properties, use the tables below to find the matching combination using the table below to find out who the captain is. Ensure you are using the correct tables based on the edgework.

### Wheel Speed:

Wheel speeds are as follows, as measured for 1 full revolution
Slowroughly 9-10 real-time seconds
Mediumroughly 2-3 real-time seconds
Fastroughly 1 real-time second

#### If the last digit of the serial number is even:

Color Wheel Rotation Red Green Blue x x x x x x x x x x x x x x x x x x x x

#### If the last digit of the serial number is odd:

Color Wheel Rotation Red Green Blue x x x x x x x x x x x x x x x x x x x x

### Ship Selection:

Based on the captain you chose, you now have to figure out what ship you are on.

Wheel Speed Slow 12 20 16 11 5 25 6 24 3 19 9 4 2 23 21 18 13 27 15 8 14 10 28 17 1 30 7 22 26 29
1. Take the first letter of the serial number and convert it to its alphabetical position (A=1, B=2, C=3).
2. Add the last digit of the serial number. This is result A.
3. Using the table to the right, find the number which matches with your captain and wheel speed. This is result B.
4. Using the previous results, calculate A minus B and take the absolute value. This is result C.
5. Using result C, take the last digit of the number. Then add one. This is result D.
1. If there are more Lit indicators than Unlit, count the ships, in Reading order*, until you reach result D. That is the ship you are on.
Otherwise,
If there are more Unlit indicators than Lit, count the ships, in Braille Reading order**, until you reach result D. That is the ship you are on.
Otherwise,
If the amount of Lit and Unlit indicators is the same, count the ships, in Chinese Reading order***, until you reach result D. That is the ship you are on.
Ship Names
SS Dulcibella HMS Fizze Borealis Lady Lumbridge MS Jewel
OFS Kestrel Jericho Flying Dutchman MS Pearl Skeld

*Starting from the top left corner, going left to right then top to bottom.
**Starting from the top left corner, going from top to bottom, then left to right.
***Starting from the top right corner, move down the column, and then continue likewise with each column from right to left.

### When to set sail:

Instruct the defuser to look at the badge on your captain’s hat. It will either be gold, black-and-white, or the normal KTANE logo. Select the correct captain and ship, and then use the table below to determine when to set sail.