This guide covers 19 modules documented by the community: 15 normal defusal modules and 4 Chaos modules. Normal modules finish when their rule is completed; Chaos modules need attention until the whole bomb is defused.

Coverage checked October 19, 2026: The official MAYDAY announcement is dated October 9. Cosmo’s player guide lists five additions and includes in-game manual screenshots labeled v1.1.0. Their basic rules are now included below. The 19-module count is community-reported; the announcement itself does not give a total. The new module names below are descriptive English translations of the Russian manual headings, not verified English UI labels.

Use your current in-game manual for exact table answers. The original 14 sections draw on the v1.0.0 reference; the five additions use the v1.1.0 manual screenshots. Callouts are suggested teamwork, not extra game rules. These procedures have not been independently playtested here; reset behavior and stage counts are not assumed for the new modules.

How to read each module: Goal is the game rule confirmed by the module guide. Callout is our recommended way for Deaf, Blind, and Mute to communicate it. Example is sample wording only; colors, positions, answers, and table entries can change between sessions.

Module index

Before touching any module

  1. Deaf says the module name and position.
  2. Deaf reports the active light, stage, and visible screen state.
  3. Blind reports Braille or other touch-only information.
  4. Mute finds the matching manual row and gestures one result.
  5. Deaf speaks one action.
  6. Blind repeats it, receives confirmation, makes one input, and stops.
  7. The team checks stage progress or error feedback.

Position rule for every module: Agree on one view before starting. For a row of controls, count from left to right. For a grid, say the row first (“top” or “bottom”), then the position from the left. Deaf should convert every manual answer into that coordinate; Blind repeats the coordinate before touching anything.

Easy defusal modules

Cable

Goal: Use the number of connected cables and the separate indicator light's color to find the cable color to cut in the current manual.

Callout: confirm the answer color, then give a position

  1. Deaf names the Cable module and its position in the case. Confirm that Blind has located the same module.
  2. Deaf reports the number of connected cables (three or four) and the color of the indicator light on the panel. Count actual cables, not empty slots. The light color is a lookup clue, not the cable color to cut.
  3. Mute selects the matching cable-count row and indicator-color column in the current manual. Their intersection gives the color of the cable to cut.
  4. Deaf asks one color at a time: “Should we cut red?” Wait for Mute's agreed yes/no gesture. If no, ask the next color. Once Mute confirms yes, Deaf locates that cable and tells Blind its position; stop asking about other colors.
  5. Agree whether position numbers include empty slots. Blind repeats the confirmed position, cuts that cable once, and stops. Give Blind a position rather than relying on color.

Example: Deaf reports the cable count and indicator color. Suppose the current manual gives blue. Deaf asks “Cut red?” and Mute signals no. “Cut blue?” Mute signals yes. Deaf then tells Blind the actual position of the blue cable. Blue is only an example answer; use your current table.

Calculator

Goal: Calculate the displayed expression, then use the result's parity and the indicator-light color to look up the follow-up digit in the current manual.

Callout

  1. Deaf reads the expression and calculates the result. For example, 53 + 15 = 68.
  2. Deaf tells Mute the result, 68, and the indicator-light color.
  3. Mute determines whether the result is even or odd (68 is even), finds the matching parity row and light-color column in the current manual, then shows the resulting digit with a number gesture.
  4. Deaf translates the gesture and relays the arithmetic result and follow-up digit to Blind, clearly distinguishing the two inputs: “The calculation result is 68. The manual digit is …”. Blind enters them as required by the module.

Agree how to signal zero: Mute has number gestures 1–10, but the table can return 0. Before playing, agree that the 10 gesture means 0 for the Calculator lookup digit. If the table gives 0, Mute shows 10 and Deaf tells Blind “zero”, not “ten”. This is a team convention, not a change to the arithmetic result.

Direction

Goal: Press the direction selected by a Braille number and active-light color.

Callout: Deaf reports the light color. Blind reads the Braille number by touch. Mute combines both values in the manual and signals up, down, left, or right. Deaf says the full direction (“press the up arrow”), Blind repeats it, and then presses.

Color Slider

Goal: Move the sliders up or down according to their colors.

Callout: one slider at a time

  1. There may be more than one Color Slider module in the case. Before starting each one, Deaf names both its type and its location, for example “the Color Slider at the upper left”. Deaf watches the panel and confirms that Blind has located the intended module before giving any movement instruction. Mute only needs the module type to open the matching manual page; confirming its physical location is Deaf’s responsibility. Number the sliders within that module from left to right.
  2. Mute shows one finger to ask about slider 1. Deaf reports that slider's color.
  3. Mute checks the color in the current manual and signals up or down using the team's agreed direction gesture.
  4. Deaf tells Blind the slider number and action: “Slider 1, move it up.” Blind moves that slider.
  5. Mute shows the next number. Repeat the color → manual lookup → direction → spoken action loop for each remaining slider.

Keep the number attached to the answer: Mute's number identifies the slider being discussed. Deaf supplies its color for the lookup, then gives Blind its number and movement. Finish one slider before moving to the next. The direction in the sample command is only an example; read the actual answer from your current manual.

Medium defusal modules

Soundboard

Goal: Find the sounding button, then use its Braille number and color to find the required positions in the current manual.

  1. Deaf names the panel and its location. Agree on the top of the 3-by-3 grid. Count rows 1–3 from top to bottom and columns 1–3 from left to right. The Braille digits on the buttons are randomly arranged each session; they are not position numbers. Use the sounding button’s digit only for the manual lookup. Every answer position must be described as a row and column, never as “button 1” or “button 2”.
  2. Blind tests one button at a time until a sound is heard, then keeps track of that same button.
  3. Blind reports its Braille number; Deaf reports its color. Both clues must come from the sounding button, not from two different cells.
  4. Mute selects the number row and color column in the current manual. That cell contains a miniature 3-by-3 pattern: press the positions marked X, not the dots. The pattern is an answer for the whole panel, not another clue button to look up.
  5. Mute sends each X-marked position with two number gestures: row first, column second. For the top-left button, Mute shows 1, pauses, then shows 1 again. Deaf asks “Row 1, column 1?” and waits for Mute’s agreed yes/no gesture. After confirmation, Deaf tells Blind “Press the button in row 1, column 1.” Finish that position before sending the next pair. For row 2, column 3, Mute shows 2, pauses, then 3; after confirmation, Deaf says “Press the button in row 2, column 3.” These gestures describe a coordinate, not the digits printed on the buttons. Agree on this code before starting so the two gestures are not mistaken for two separate buttons. Check the panel feedback after all required positions have been entered.

A pattern is not a fixed sequence: The row-then-column gesture code is a suggested team convention. The photographed manual identifies which positions to press; it does not specify a mandatory order, simultaneous press, or a separate Enter action. Do not add those requirements. The sounding button supplies the clue; it is only a target if its position is marked X in the answer pattern.

Symbol

Goal: All four rounds are completed with the button colors required by the manual.

Four stages means four rounds: Start at Stage 1. In each round, find the sounding symbol, look up its answer and press the correct button. A successful input advances to the next stage. It may take several turns of the pointer to find the sound within a single round.

  1. Locate the panel: Deaf names the Symbol module's location and checks that Blind has found the intended panel. Mute opens the matching manual page and keeps track of the stage for this module.
  2. Find and describe the symbol: Blind rotates the pointer and stops when a symbol makes a sound. Deaf describes that selected shape to Mute, including details such as whether a star is filled or hollow.
  3. Read the stage column: Mute finds the symbol's row in the manual and reads the column for the current stage: 1, 2, 3 or 4. The intersection gives the button color for this round.
  4. Turn the color into an instruction: Deaf asks one color at a time, for example “Red button?”, and waits for Mute's agreed yes/no gesture. Once confirmed, Deaf identifies that button's actual position and tells Blind where to press. Blind needs the position, not the color.
  5. Repeat for the next round: After a correct press, find the sounding symbol again and use the next stage column. Continue through Stage 4; do not carry over the previous round's color answer.

If a press is wrong: Player reports say Symbol input resets. Re-establish the stage before the next lookup rather than automatically advancing the count. This reset behavior has not been independently playtested here.

More Symbol examples and troubleshooting.

Piano

Goal: Use the octave number and indicator-light color to look up four notes, then play them in the listed order.

Callout

  1. Deaf names the Piano module and its location, then checks that Blind has found the correct panel. Blind explores the keys and identifies their note labels, such as C2, D2 and E2.
  2. Establish the octave number: the 2 in C2, D2 and E2 is the octave, not a key position. Deaf reports that number and the color of the light at the upper right of the piano panel to Mute.
  3. Mute finds the octave row and light-color column in the current manual. The matching cell gives four note letters to play in order, including any repeated notes.
  4. To relay those letters, agree beforehand on C = 1, D = 2, E = 3, F = 4, G = 5, A = 6, B = 7. Mute signals one number at a time. Deaf says the received number aloud so Mute can confirm or correct it before sending the next one.
  5. Deaf decodes the four numbers into note names and relays the ordered notes to Blind. Blind uses the key labels identified earlier to play them in that order.

Example: If the current manual gives C–E–G–C, Mute signals 1 → 3 → 5 → 1. Deaf translates that back to C, E, G, C for Blind. This is an illustrative sequence, not a fixed answer for octave 2 or any light color.

Agree on the code first: These numbers encode note names; they are not assumed physical key positions. Keep the octave number separate from the four-note message, and preserve repeated notes rather than shortening the sequence.

Hard defusal modules

Monkey-Says

Goal: Reproduce a growing sequence by translating each heated-button color through the manual.

Example: build the answer sequence together

Blind locates the heated button; Deaf tells Mute its actual color. Mute uses that color and the current stage in the manual. The heat cue identifies the clue button; it does not tell you which answer to press.

For this example only, suppose the first three manual answers are green, blue, then yellow. Also suppose your panel has green at the lower-left corner, blue at the upper-right corner, and yellow at the lower-right corner. “Lower-left” means the button closest to you on the left side of the visible four-button layout. Deaf must translate the manual colors into positions from Blind’s viewpoint before giving an instruction. Blind’s spoken instructions use positions only. Check your own panel instead of copying these positions.

  1. Stage one: Mute finds green. Deaf asks, “Is it green?” Mute nods. Deaf then tells Blind exactly where to touch: “Press the lower-left button once.” Blind presses it.
  2. Stage two: The new manual answer is blue. Deaf confirms, “Is it blue?” Mute nods. Deaf says, “Press the lower-left button, then the upper-right button.” Blind presses both in that order.
  3. Stage three: The new answer is yellow. Deaf says, “Press the lower-left button, then the upper-right button, then the lower-right button.” Blind presses all three.

What to remember: Save the button positions already pressed: lower-left → upper-right → lower-right in this example. Do not save only the heated clue colors or press only the newest answer. Agree who remembers the list, and check the stage if you lose your place. The example dialogue and yes/no gestures are team suggestions, not fixed game rules.

Four-stage sequence: According to other players' experience, Monkey-Says has four stages. Keep the response buttons already pressed, rather than looking up earlier clues again under the new stage. In this example, stage four starts with lower-left → upper-right → lower-right, then adds the fourth response after Deaf translates its manual color into a position from Blind’s viewpoint.

After a wrong press: Players report that completed Monkey-Says stages are retained, unlike Symbol. Check the actual stage shown before retrying; do not assume both modules reset the same way. This behavior is player-reported and has not been independently tested here.

Morse

Goal: Decode four Morse signals into four digits, keep each digit paired with its indicated position, then enter all four digits and press Enter.

Callout

  1. Deaf watches which indicator light is on. That light identifies which of the four digit positions the current Morse signal belongs to. Deaf announces it explicitly: “Listen for digit position 1.” Follow the active light rather than guessing the position from elapsed time.
  2. Blind listens to that position’s signal and says the complete dot-and-dash pattern aloud for Mute, for example “dot, dot, dot, dash, dash.” Report short sounds as dots and long sounds as dashes. This example represents 3 in standard digit Morse; it is not a fixed answer for position 1.
  3. Mute checks the full pattern in the in-game Morse table and shows the decoded digit with a number gesture to Deaf. Before playing, agree how to signal 0, for example using the 10 gesture to mean zero. This is a team convention; Deaf must say “zero,” not “ten.”
  4. Deaf reads Mute’s gesture and tells Blind “Digit position 1 is 3,” using the actual position and decoded digit. Blind enters that digit in the corresponding position. The position comes from the indicator light; the answer comes from Mute’s lookup. Do not confuse a digit’s value with its input position.
  5. As the next indicator lights, Deaf announces its position and the team repeats the listen → describe → lookup → gesture → spoken position-and-digit loop. Once all four positions have their answers, confirm the complete list by position before Blind presses Enter.

If a signal is unclear: Keep the uncertain position identified and wait for its signal to repeat instead of filling in missing dots or dashes. Do not attach the next position’s sound to the previous answer. The indicator-based workflow above follows the gameplay explanation supplied while revising this guide; wrong-input recovery has not been independently verified.

Maze

Goal: The red dot reaches the green target on the selected maze map.

Callout

  1. Deaf names the Maze module and its location and checks that Blind has found the correct panel. Blind reports the Maze number. Mute uses that number to select the matching map from the maps in the manual.
  2. Deaf reports the red dot's current position and the green target's position. Agree on a coordinate system, such as rows from top to bottom and columns from left to right, before describing either point.
  3. Mute finds a route on the selected map. The team can agree to use a direction gesture followed by a number gesture to mean how many steps to move in that direction.
  4. Deaf translates one route segment into a spoken instruction for Blind, for example “right, two steps”. Blind moves as instructed while Deaf watches the movement.
  5. After each segment, Deaf reports the red dot's actual current position so Mute can check it against the map before giving the next direction and step count. Continue until the red dot reaches the green target.

Keep the route synchronized: “Right, two steps” is an example callout, not a route to copy. Use the current map and dot positions. If movement does not match the instruction, stop and report the actual position before continuing.

Switch

Goal: All four switches are in the positions required by the manual, and the module is successfully submitted.

  1. Deaf names the Switch module and its location and checks that Blind has found the correct panel.
  2. Deaf reports all four light colors from left to right. Mute matches that exact sequence to one of the color combinations in the current manual and selects its table.
  3. Blind reports the four Braille numbers beneath the switches, also from left to right. Keep each number paired with its light and switch position. Collect all four before evaluating the conditions.
  4. Mute checks each column's conditions against its number. Each table has two condition rows: the switch icon beside a row shows the direction to use when that row's condition is satisfied. Use that icon to determine up or down.
  5. Mute signals the direction for each switch using the team's agreed gestures. Deaf relays the switch number and direction to Blind, who sets it. Check all four positions before pressing Enter.

Reading the conditions: Odd/Even tests the number's parity; a list of digits tests whether the number appears in that list; >5 or <5 compares it with 5. A comparison with a colored-light icon refers to the number beneath that light. For example, > red light means greater than the number beneath the red light, not greater than a color. That reference number may come later in the sequence, which is why the team should collect all four numbers first. Read the actual conditions and direction icons from your current manual.

MAYDAY additions — normal defusal modules

Buttons

Goal: Bring every displayed value to the target specified by its lamp color in the current manual.

  1. Deaf identifies the panel and numbers its button groups from left to right, keeping each lamp paired with its own button and display.
  2. Deaf reports one lamp color. Mute looks up the required count and signals the number; Deaf relays the button position and target to Blind.
  3. Blind presses that button as directed while Deaf checks the displayed value. Repeat for the remaining groups and verify that all displays match their targets.

Keep targets separate: Do not copy the screenshot’s color-to-number values into another session. The manual describes repeated presses to reach the required values; it does not establish how overshooting or a wrong input resets the panel.

Hot Buttons

Goal: Press the answer color obtained from the screen digit and the heated button’s color.

  1. Deaf reports the digit on the screen. Blind locates the heated button and identifies its position so Deaf can report that button’s actual color.
  2. Mute uses the digit row and heated-color column in the current manual to find the answer color.
  3. Deaf confirms that color with Mute, translates it to the actual button position, and tells Blind where to press. Check the panel before issuing another instruction.

Heat is a clue: The heated button’s color selects a column; it is not automatically the answer. This is a separate module from Monkey-Says, so do not import its growing-sequence rule.

Rotation

Goal: Set both arrows to the directions selected by the lamp color and their respective Braille numbers, then press Enter.

  1. Deaf reports the lamp color. Blind reports the left and right dial’s Braille numbers, keeping their positions distinct.
  2. Mute looks up each number with that lamp color in the current manual and signals the left dial’s target direction, then the right dial’s.
  3. Deaf relays one dial position and direction at a time. Blind rotates it; Deaf checks the visible arrow. Confirm both arrows before Blind presses Enter.

Two lookups: The dials can have different numbers and therefore different target directions. Keep this procedure separate from the original Direction module.

Lock

Goal: Set all four rings to the digits selected by their symbols and lamp colors, then press Enter.

  1. Deaf reports each ring’s symbol and corresponding lamp color from left to right. Distinguish filled and hollow shapes and keep every pair attached to its ring position.
  2. Mute uses the symbol row and color column in the current manual and signals the target digit for that ring.
  3. Deaf tells Blind the ring position and target digit. Blind reads the Braille value while adjusting that ring; Mute can hear that report and confirm or correct through gestures to Deaf.
  4. Repeat for all four rings. Confirm every ring’s value before Blind presses Enter.

Read before submitting: The symbol identifies a table row; the ring’s Braille value is the digit being set. They are different inputs. Use your session’s table rather than the screenshot’s example digits.

Chaos modules

Chaos modules do not finish like normal modules. Keep servicing them until the entire bomb is defused.

Pressure

The pressure needle rises over time. Repeatedly press the center button to lower it. Assign a player to monitor it and announce when the team must pause another puzzle.

Slider

The slider continuously rises. Pull it back down whenever it approaches danger and keep monitoring it. One pull does not complete the module.

Alarm

When the alarm activates, press every heated button within 10 seconds. It can demand attention again, so return to the normal puzzle only after the heated buttons are cleared.

Balance

Goal: Keep the needle in the center of the indicator using the left and right direction buttons until the whole bomb is defused.

Blind operates the direction buttons; agree how the team will warn about drift and pause another puzzle when Balance needs attention. Check the needle’s response to each correction and keep monitoring it throughout the run. Centering it once does not finish this Chaos module. The manual screenshot does not specify a safe-zone threshold or a fixed correction interval.

Fast role reference

RoleReportsDoes
DeafName, position, visible lights, colors, stages, screensConverts Mute's gesture into one spoken instruction
BlindBraille and touch-only informationPerforms the confirmed physical input
MuteManual lookup resultSignals one input plus confirmation

Sources and version

Checked September 5, 2026 against the version 1.0.0 module database and its individual module references. The team workflow follows the tutorial-based beginner guide and roles guide.

Use the current in-game manual for exact lookup-table answers. Later patches may change module behavior.

Community experience referenced above comes from Cosmo's Steam guide (Russian), updated October 9 and reviewed October 15, 2026. It covers Soundboard inputs, Symbol stages and reset behavior, Monkey-Says sequences and error recovery, and the reported post-update module count. The relevant explanations are summarized in English above; these observations have not been independently playtested here. The community manual collection labeled v1.0.1 notes that manual layouts can vary between sessions. The examples above are suggested team phrasing, not country-specific rules or fixed answer tables; they have not been independently playtested.

Additional player discussions reviewed September 14, 2026: Symbol stage confusion, Soundboard inputs, and Morse teamwork. These are community reports, not official documentation. The Morse method is one team's suggestion; conflicting replies about hovering over the panel are not used here.

October 19, 2026 verification: The five MAYDAY sections and the Soundboard X-versus-dot explanation were checked against in-game manual screenshots in Cosmo’s original Steam guide. The new screenshots show v1.1.0. The author also reports 15 normal and 4 Chaos modules. Table values can change between sessions; the screenshots are evidence for the rules, not universal answer tables. Role handoffs above are our suggested workflow; live error recovery remains untested.