On the Subject of Mission Control
Houston, we have a bunch of problems.
This is a utility module used to alter how missions are usually played. This includes changing the bomb’s time, changing the game music, or hiding modules until criteria are met. The effects are different depending on the mission.
Mission Detection
If the module has successfully detected a supported mission, an ominous sound can be heard notifying its presence. The bomb will be affected by whatever is configured for that mission.
If the module displays “ERROR”, then no supported mission was detected. This will not affect the bomb in any way.
If the module displays “FATAL ERROR”, then the module was unable to detect missions at all. This could be due to an exception from the code, or a computer-specific issue. This will also not affect the bomb in any way, and can circumvent how a mission was meant to be played.
Solving
Under normal circumstances, the module will always solve the same way. However, certain missions may change how the module is solved.
Solving normally:
Press the button on the module when the seconds digits of the bomb’s timer equal the sum of the digits in the serial number.
Command Prompt:
The module solves like normal.
None of the selectables on any module can be physically interacted with.
Instead, the defuser must give each module verbal commands to interact with it.
To give a command, select a module and then say the command into your microphone.
Whatever the module thinks it hears will be displayed briefly on the screen.
To view all the possible commands for a module, use the “HELP” command.
If the command is valid a green circle will appear in the top left of the screen and will stay until the command has finished processing.
While the green circle is present no other commands will be processed.