On the Subject of Module Listening

I’ll give you one guess as to why the file size was so large for this module.

See Appendix A for indicator identification reference.
See Appendix B for battery identification reference.
See Appendix C for port identification reference.

  • This module requires you to have a decent knowledge of the sounds of other modded Keep Talking and Nobody Explodes modules.
  • This module consists of four colored buttons with a “Play” symbol on them as well as ten buttons labeled with different characters.
  • When a play button is pressed, a sound from a certain module will be played. You must identify which module the sound is coming from for each button, and find that module’s code in "Obtaining Individual Codes".
  • Then, you must find submission order to submit the codes in. You will be inputting a final code of 20 characters that consists of all four of the five-character codes from the four buttons. Submit the modified codes in the order of Code 1, then Code 2, then Code 3, and Code 4.
  • If you press a wrong character, you will receive a strike. This strike will be recorded only at the end of entering the 20-character sequence input.
  • A sound cue will play after every fifth character is submitted.
  • You may press any of the play buttons to reset the code submission.

Obtaining Individual Codes

Note: While there are multiple modules that can contain the exact same sounds, use the earliest module that has that sound.

Module Code Module Code
A Mistake _ | \ ! ( Mega Man 2 ! ( \ ( _
Bartending ^ \ ^ | < Minesweeper ' ( % @ _
Battleship ( ! ( % ( Mortal Kombat | ' ' \ |
Benedict Cumberbatch | ( @ ^ % The Necronomicon % \ \ < !
Black Hole ' % < | ^ Neutralization ( ^ _ < !
Blockbusters @ ( ! ( _ The Number Cipher ( ! ^ ' \
Bob Barks % @ | ' ^ Number Nimbleness @ ' ! ^ ^
Module Code Module Code
Boot Too Big (A TTS female voice saying a module name) < | ! ^ \ Only Connect | ( < @ _
British Slang | ^ @ _ ( Painting ^ ! ( ! '
Broken Buttons ! | ( | _ Partial Derivatives ' ' ! % ^
Burglar Alarm _ @ < ( < Perspective Pegs @ ^ @ | _
Cheap Checkout \ ( ! < % Quiz Buzz ' _ ! % ^
Chord Qualities ( \ ^ % ^ Qwirkle ^ ^ ^ @ (
Christmas Presents _ ( @ < ^ Rhythms < | ! % %
Colored Keys ! @ ^ ( ! Rock-Paper-Scissors-Lizard-Spock ! \ ( ( <
Colored Squares % < | ( ( Schlag den Bomb | ' ' % \
Cookie Jars ( \ ! _ % Seven Deadly Sins ( ' \ ! '
Creation < < % % ( Shapes and Bombs ^ @ @ ( ^
The Crystal Maze ' ' | ( ^ Silly Slots ^ _ _ ( _
The Cube | @ | ' ^ Simon Samples ( _ % @ !
Double Expert ! @ _ ^ ! Simon Selects ^ % @ ! <
Double-Oh _ < ' \ ' Simon Sends @ < _ _ _
Encrypted Equations | ! ( | \ Simon Simons | ( @ @ !
European Travel % ! ^ | ( Simon Sings _ | ^ | |
Fast Math _ < _ ! % Simon Stores ! ^ @ ' _
Forget Enigma ! @ ! ^ _ Simon's Stages ' ! _ ( %
Forget Me Now % ^ ! ^ ^ Sink ! < | @ !
Free Parking ^ ! < \ \ Sonic the Hedgehog ^ | < ! ^
Friendship < ' ' \ ( Souvenir ^ < < ! %
Gadgetron Vendor ( _ % ! | The Sphere @ ( \ \ \
Graffiti Numbers \ _ @ < % Street Fighter ^ \ | ^ ^
Gridlock % \ ' ( \ The Sun ^ < ! | %
Guitar Chords < ! ' | ! The Swan ' ! @ @ |
Hexamaze ' ( ^ < ! Synchronization % @ _ ( @
Hidden Colors _ ' % \ ! Tangrams ! < ! _ <
Module Code Module Code
Hieroglyphics ! ' % ! ( Tasha Squeals < | @ ( <
Hogwarts ^ ( % | \ Tennis \ ( ! ! (
The Hypercube ^ ! ! ( \ Treasure Hunt ! @ | ! !
Instructions ! ^ < % ( Turtle Robot | ^ < < _
The Jack-O’-Lantern ' @ \ \ | Unfair Cipher _ @ ' ' _
The Jewel Vault | ( @ ' ^ Valves _ | _ ! !
Kudosudoku _ | % < | Visual Impairment ! _ \ ! |
The Labyrinth _ < _ | _ Waste Management < _ < ^ !
Laundry @ ( ' ( ' Wavetapping _ ! < ^ (
LED Math @ \ ! ^ _ The Wire % ^ | _ !
Lightspeed ' _ ! ^ ' Word Search ' ' ! ' !
The London Underground @ % < ' _ X-Ray ' ^ _ ' \
Lucky Dice | < ( \ @ X01 ! ' < \ |
Maintenance | ' | | < Yahtzee ! ( % | (
Mazematics ' ( ! % ' Zoni % ( % ( _

Submission Order

Code 1

  • Code 1 is of the color whose button has a module present on the bomb.
  • If multiple buttons have sounds from modules that are on the bomb, submit the code from the leftmost play button that has a sound from a module present on the bomb.
  • If none of the play buttons contain a sound from a module on the bomb, use the leftmost play button.

Code 2

If you get the same color you got as Code 1, keep going through the list until you have a different color. If you get to the end of the list with no available colors, use the color whose play button comes from the module that comes first alphabetically of the buttons whose codes are unassigned to this point (exclude all instances of “The”).

  • If there is a TRN or FRK indicator, the second color is Red.
  • If there are at least three indicators, the second color is Green.
  • If there are more lit than unlit indicators, the second color is Yellow.
  • Otherwise, the second color is Blue.

Codes 3 and 4

Use the table below to figure out which code is Code 3. Use the row and column of the colors whose code numbers are still unassigned to this point. Code 4 is the code that is still unassigned after assigning Code 3.

Rightmost Unassigned Color
Red Green Blue Yellow
Leftmost Unassigned Color Red oompa Green Red Red
Green Green loompa Green Yellow
Blue Red Blue doopity Blue
Yellow Yellow Yellow Blue doo