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Modules and the manual

Blinker Code Table: From Flashes to a Frequency

By Bomb AppétitPublished October 20, 2026

The Blinker code table turns groups of short and long flashes into letters. The Defuser calls out each group, the Expert finds its letter in the table, and the letters spell a word from the Blinker word list. That word sits beside a frequency, and the Defuser tunes the dial to it and presses Transmit.

What the Blinker light shows: short flashes, long flashes, pauses

The Blinker is one round light above a frequency readout, with a Tune down arrow, a red TRANSMIT button and a Tune up arrow. The light blinks a single word on a loop. A short flash lasts a quarter of a second, a long flash three quarters, and the dark gaps come in three lengths.

Those three gaps carry as much meaning as the flashes do. Inside one letter, the light goes dark for only a quarter of a second between flashes, so a fast group like short, short, long can feel like a single stutter. Between two letters it stays dark for a full second. Before the word starts over, it stays dark for two and a half seconds, which is long enough that a new player often wonders whether the module has stopped.

The light never changes its word during a round. It keeps blinking the same letters from the moment the bomb is armed until the module is solved, so nobody needs to catch it on the first pass. A Defuser who misses a group simply waits for the next loop.

The readout below the light shows a frequency in MHz, with a small red marker on a row of tick marks underneath. Each press of an arrow moves one tick. The tuner starts on a random frequency, so its opening position tells the team nothing about the answer.

How should the Defuser call out a Blinker letter?

The Defuser should say each group as the words "short" and "long", then a clear word like "next" at every letter gap. Short and long sound nothing alike, even on a crackly call. Dots and dashes, or "beep" and "beeeep", get blurred the moment the room gets loud.

The Blinker section of the manual makes the same request: have the Defuser call out each letter as flashes, for example "short, long, short". That wording is worth copying exactly, because the Expert can check it against the table without translating anything first.

A steady rhythm helps more than speed. One workable pattern looks like this:

  • Say the flashes of one letter as they happen: "short, long".
  • Say "next" when the light stays dark for the longer letter gap.
  • Say "pause" or "start" when the long two-and-a-half-second gap arrives.
  • Repeat the whole word once before the Expert commits to an answer.

Some Defusers prefer to watch a full loop silently first, find the long pause, and only then start calling. That costs one loop of the word, rarely more than half a minute, and saves the confusion of starting in the middle. On a busy bomb, the Defuser can also leave the Blinker running and come back to it, since the light does not punish anyone for looking away.

Reading the Blinker code table, fewest flashes first

The Blinker code table lists every letter of the alphabet beside its pattern, drawn as dots for short flashes and bars for long ones. It is sorted by length: one-flash groups first, then two, three and four. Within the same length, patterns with short flashes earlier come before those with long ones.

That order matches how an Expert hears a letter. The first thing the Defuser's call-out reveals is how many flashes the group has, so the Expert can jump straight to the right band of the table. A two-flash letter lives near the top. A four-flash letter is in the lower half. Inside a band, "short" sorts before "long" at each position, so short-long sits above long-short.

The table is printed in two side-by-side column pairs to keep it on one screen or one printed page. Read down the left pair first, then the right. A common slip is scanning across a row and reading a letter from the wrong pair.

The pairings themselves come from the rule seed. Seed 1 gives one alphabet of patterns, and any other seed shuffles them. A letter that is a single long flash under one seed can be a four-flash group under another, so nobody should learn the table by heart from one manual and expect it to hold. Match the seed on both screens before the round, as the how to play page describes, and read the table in front of you.

Finding the Blinker word before every letter is in

The Blinker word list holds sixteen short kitchen words, printed alphabetically, each with a frequency beside it. Most words differ from their neighbours within two letters, so the Expert can often name the word long before the Defuser reaches its end. Three letters are enough to tell every word in the current list apart.

Look at how the list is built and the shortcut becomes obvious. Several words share a first letter, so one letter is rarely enough. With the list as it stands, pairs like BAGEL and BASIL, or SALSA and SAUTE, share their first two letters, and only the third letter splits them. Most other words are settled by the second letter.

That gives the Expert a simple routine. After the first letter, read out the words that start with it. After the second, say the one or two still standing. After the third, say the word and stop the Defuser. Calling the word early also gives the Defuser a check: if the next flashes do not match the fourth letter of that word, someone misheard.

The frequencies beside the words change with the seed, just as the code does. The words stay kitchen words, but which word sits beside which frequency is decided by the manual you are holding. This is one of the two-step lookups the manual uses: one table turns flashes into letters, and a second turns the finished word into a number.

When does the Blinker word start again?

The Blinker word starts again after a dark pause of two and a half seconds, more than twice the one-second gap between letters. That long silence is the only marker. There is no special flash, colour or sound at the start of the word, so the team has to listen for the gap.

The easiest way to find it is to count. A letter gap feels like "one". The word gap feels like "one, two, and". If the Defuser can count past two before the next flash, the light has reached the end of the word. The next flash is the first letter.

A loop is short. A worked example below runs to exactly ten seconds, pause included. Even the slowest possible loop, a six-letter word made only of four-flash letters, ends within thirty seconds. That means waiting for the start costs very little, and guessing at it costs a lot.

Tuning the Blinker frequency and pressing Transmit

The Defuser sets the frequency with the two arrow buttons, one tick per press, until the readout shows the number the Expert read from the word list. Then the Defuser presses TRANSMIT. A matching frequency solves the module. Any other frequency is a strike, and the module stays live.

The tuner has sixteen positions, from 3.505 MHz at the bottom to 3.658 MHz at the top. The arrows do not wrap around, so the Defuser may need up to fifteen presses in one direction. The Expert can speed this up by saying the target and the direction together: "up to 3.574". The Defuser then reads each new value aloud as the marker moves, so both people hear the moment it lands.

Read the whole number before pressing. Every frequency begins with 3.5 or 3.6, so neighbours such as 3.505 and 3.511 look almost alike. A Defuser who stops at "three point five" has not checked anything. Saying all four figures, digit by digit, avoids a strike that comes from a near miss on the dial rather than a wrong word.

A worked Blinker example

The values below are invented to show the method. They are not from any real seed.

Letter heard Flashes Time lit and dark inside the letter
S short, short 0.25 + 0.25 gap + 0.25 = 0.75 seconds
T long 0.75 seconds
E short, long, short 0.25 + 0.25 + 0.75 + 0.25 + 0.25 = 1.75 s
W long, short 0.75 + 0.25 gap + 0.25 = 1.25 seconds

The four letters take 4.5 seconds. Three one-second gaps between them add 3 seconds, and the pause before the word repeats adds 2.5 more, so one full loop of this example lasts 10 seconds.

In this example, the Expert hears "short, short" and finds S in the two-flash band. The SA, SP and ST words are still possible. "Long" gives T, which leaves STEW alone. The Expert says "STEW" before the last two letters arrive, and the remaining flashes confirm it. Suppose the example manual prints 3.574 MHz beside STEW. The tuner shows 3.533, so the Defuser presses Tune up four times, reading 3.541, 3.556, 3.562 and 3.574, and presses TRANSMIT.

The Blinker mistake: decoding from the middle of the word

Decoding from the middle of the word happens when the Defuser starts calling at whatever flash comes first, not after the long pause. The letters are all correct, but in the wrong order. The result is a rotated word, such as EWST or TEWS, which is not on the list.

This mistake is easy to spot and easy to waste time on. The Expert finds four real letters, scans the word list, finds nothing, and starts doubting the code table. The Defuser starts doubting the flashes. Nobody suspects the starting point, because every individual letter checked out.

The cure is to treat "no word matches" as a signal to look for the pause, not as a reason to re-read the table. If the letters you have can be rotated into a listed word, you started in the wrong place. A quick rule that saves the most time: the Defuser does not call a single letter until after hearing the long dark gap at least once.

A second, rarer cause is a missed letter gap, where two short letters run together and sound like one longer group. If a group has more than four flashes, it cannot be a single letter, because the longest pattern in the code table is four flashes. Ask for that group again on the next loop.

Where the Blinker fits on a bomb

The Blinker is one of the eleven regular modules, and it rewards a calm team more than a fast one. Its two-table structure makes it a good module to practise before moving to longer missions, since each step is small and every mistake has an obvious cause.

Other modules lean on quite different skills. The Tangled Wires diagram asks four yes-or-no questions about a single wire, and the Wire Panels module asks the Expert to keep running counts across panels that vanish. Both share the Blinker's habit of splitting a decision into steps the Defuser and Expert take in turn.

If you are new to the manual itself, the guide to how the bomb manual's pages are organized shows where the Blinker section sits and how its two tables are laid out. For a first try, open Play, choose a mission with the Blinker in it, and have the Expert keep the code table and word list open on a second screen or a printed page.

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