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Sequence
In short: DETONATION with a code. Infiltrators set and confirm a sequence of arrows to arm the bomb; Response must enter it in order to disarm.
The device is the bomb, like DETONATION, but it's armed and disarmed with a sequence of arrows (up, down, left, right) instead of holding a button. The Infiltrators try to arm it and make sure it goes off; the Response team tries to disarm it before the fuse runs out.
Arrows are entered on the screen, or with the stick when a controller is plugged in (the on-screen arrows are then hidden).

- GAME DURATION
- PLAYERS (when hosting with devices joined)
-
THE BOMB: tap a scenario to choose it
- ARM & DISARM: the bomb starts safe. Infiltrators make up a sequence to arm it, then the fuse starts.
- DISARM ONLY: the bomb starts armed with a random sequence, and goes off when the game time runs out. Response must disarm it before then.
- FUSE: seconds from armed to detonation, 10–300 s in steps of 5 (ARM & DISARM), or NUMBER OF ARROWS: how long the random sequence is, 4–10 (DISARM ONLY). Each device makes up its own random sequence when the game starts.
- READY

Arming (ARM & DISARM). The Infiltrators enter up to 10 arrows (UNDO takes one back), then tap NEXT, or press any button on the controller. The screen flashes CONFIRM CODE: they enter the same sequence again. Each right arrow turns yellow; a wrong one flashes the sequence and the confirmation starts again. The last right arrow arms the bomb and starts the fuse.
Disarming. The sequence is shown to the Response team, who enter it in order. Each right arrow turns yellow; a wrong one flashes the sequence three times and they start again from the first arrow.
Overtime. If the game time runs out while the Infiltrators are confirming their sequence, they get 15 more seconds to finish, shown by a bar under the sequence.
Sounds (Game sound effects): bomb planted when armed, bomb defused when disarmed, a detonation when the fuse runs out, and a denied sound for a wrong arrow.
| Outcome | Winner |
|---|---|
| The bomb detonates | Infiltrators |
| The bomb is disarmed | Response |
| Time runs out and the bomb was never armed | Response |
Every linked device is a bomb, all with the same settings; in DISARM ONLY each has its own random sequence. If any bomb detonates, the Infiltrators win. The host's result screen shows each bomb's outcome and timings.
Infiltrator and Response wins, bombs armed, disarmed and detonated, the quickest arm, the quickest disarm after arming, and wrong arrows.