Bomb Appétit · manual 1 (standard)

Bomb defusal manual

You are an Expert. The Defuser can see the bomb and you cannot. You have the rules and the Defuser does not. Ask what they see. Tell them what to do. Do not look at their screen.

This is manual number 1. Check that the Defuser's bomb uses rule seed 1. A different number means different rules, and these pages will get you blown up.

Before you start

  • Ask the Defuser to read out the edgework: serial number, batteries, indicators and ports.
  • Ask which modules are on the bomb, front and back. Solve them in any order.
  • Split the pages between Experts so that two people never search for the same thing.
  • Repeat instructions back before the Defuser acts. A wrong move is a strike.

Module

Wires

A panel with three to six wires. Exactly one wire must be cut. Wires are counted from the top, starting at one. Find the list for the number of wires, then read it from the top and stop at the first line that is true.

3 wires

  1. If there are exactly two white wires, cut the last white wire.
  2. If the last wire is white, cut the third wire.
  3. If there is at least one white wire, cut the second wire.
  4. If there is at least one white wire, cut the first white wire.
  5. Otherwise, cut the first wire.

4 wires

  1. If there are exactly two blue wires, cut the last blue wire.
  2. If there is exactly one black wire, cut the last wire.
  3. If there is more than one white wire and there are exactly two yellow wires, cut the fourth wire.
  4. Otherwise, cut the last wire.

5 wires

  1. If the last digit of the serial number is even, cut the fourth wire.
  2. If the last digit of the serial number is odd, cut the third wire.
  3. If there is more than two black wire, cut the first black wire.
  4. Otherwise, cut the third wire.

6 wires

  1. If there is at least one white wire and the last digit of the serial number is even, cut the sixth wire.
  2. If the last wire is blue, cut the second wire.
  3. If the last wire is yellow, cut the first yellow wire.
  4. Otherwise, cut the last wire.

Module

Big Button

One big button with a color and a word. Either tap it or hold it. A tap is a press and a release in under half a second. Read the list from the top and stop at the first line that is true.

  1. If the bomb has more than 1 battery, hold the button.
  2. If there is a lit indicator labelled JAM and the bomb has fewer than 2 batteries, tap the button.
  3. If the button is red and there is a lit indicator labelled MSG, tap the button.
  4. If there is a lit indicator labelled HOT and the bomb has more than 2 batteries, tap the button.
  5. If there is a lit indicator labelled ICE, hold the button.
  6. Otherwise, tap the button.

Letting go of a held button

Keep holding. A strip beside the button lights up. Find the strip color below. Let go when the countdown shows that digit in any position.

Strip colorLet go when the countdown shows a
red5
blue0
yellow2
white9
green3

Module

Glyph Keypad

Four keys, each with a glyph. A glyph is an outer shape with a mark inside, such as a circle with a dot. Only one column below has all four glyphs. Find that column. Press the four keys in the order their glyphs appear in that column, from top to bottom.

Column 1Column 2Column 3Column 4Column 5Column 6
diamond ringtriangle barsquare zigzaghexagon ringdiamond plusarch zigzag
diamond plushexagon zigzagdiamond dottriangle dotdiamond dotsquare dot
arch zigzagcircle bararch pluscircle plusdiamond ringcircle ring
arch dotsquare dottriangle zigzagdiamond plushexagon zigzagarch bar
hexagon ringtriangle zigzaghexagon plussquare plusarch dottriangle zigzag
circle zigzagsquare ringarch dottriangle plustriangle zigzaghexagon ring
triangle plusarch barsquare plussquare dotsquare ringarch plus

Module

Color Echo

Four pads: red, blue, green and yellow. The pads flash a sequence, pause, and repeat it. Do not press the pad that flashes. For each flash, look up the pad to press in the table. Press them in the same order as the flashes. Each time you get it right, the sequence grows by one flash. Answer the whole longer sequence from its start.

Pick the table by the serial number. Pick the column by the number of strikes on the bomb right now. A wrong press is a strike. Then start the current sequence again, using the new column.

The serial number has a vowel

Pad that flashesNo strikes: pressOne strike: pressTwo or more strikes: press
redgreenyellowred
blueyellowredblue
greenblueblueyellow
yellowredgreengreen

The serial number has no vowel

Pad that flashesNo strikes: pressOne strike: pressTwo or more strikes: press
redbluegreenred
blueredredyellow
greengreenblueblue
yellowyellowyellowgreen

Module

Word Grid

A display with one word, and six word buttons in two columns and three rows. There are three rounds. Many words sound alike. Ask the Defuser to spell every word. A wrong press is a strike and the round stays the same.

Step 1: which button to read

Find the word on the display. It tells you which button to read. Do not press that button yet.

DisplayRead the button atDisplayRead the button at
BREADtop leftMOOSEbottom right
BREDbottom rightMOUSSEtop left
CHILIbottom leftPAIRtop left
CHILLYtop leftPAREtop left
DOHtop rightPEARbottom left
DOUGHbottom leftROLEtop left
FLOURmiddle rightROLLbottom right
FLOWERbottom leftSTAKEtop right
LEAKtop leftSTEAKbottom left
LEEKmiddle leftTHYMEmiddle left
MEATbottom leftTIMEtop right
MEETmiddle leftWHISKbottom right

Step 2: which button to press

Find the word you read in the left column. Go through its list from left to right. Press the first word in the list that is on any of the six buttons.

Word you readPress the first of these that is on a button
AGAINNOW, GO ON, HUH, AGAIN, WHICH, NOT, OWE, RIGHT, KNOT, RITE
GO ONWEIGHT, WITCH, GOT IT, WHAT, UH OH, WRITE, RIGHT, SAY AGAIN, AGAIN, GO ON
GOT ITAGAIN, OH, WHICH, GOT IT, HUH, KNOT, HMM, GO ON, WEIGHT, NOT
HANG ONWRITE, WAIT, HANG ON, KNOW, RIGHT, WHAT, RITE, WHICH, NOW, WATT
HMMRITE, RIGHT, STOP, GO ON, OH, WRITE, HMM, KNOW, OWE, NOT
HUHHMM, WHICH, KNOT, HUH, WHAT, HANG ON, RITE, WAIT, NOW, GO ON
KNOTOWE, WATT, NOW, GO ON, KNOT, RITE, OH, HMM, WHAT, AGAIN
KNOWWATT, RIGHT, WEIGHT, KNOW, OWE, HANG ON, RITE, WRITE, GO ON, KNOT
NOTKNOW, RIGHT, WEIGHT, WHAT, AGAIN, WITCH, UH OH, OH, WRITE, NOT
NOWAGAIN, NOW, RIGHT, HANG ON, OWE, KNOT, HUH, OH, NOT, KNOW
OHHMM, WATT, WAIT, HUH, WEIGHT, KNOW, OH, WRITE, HANG ON, AGAIN
OWEWRITE, WATT, RIGHT, NOW, WHAT, STOP, WITCH, WHICH, OWE, HUH
RIGHTAGAIN, WRITE, WATT, UH OH, HMM, RIGHT, GOT IT, WEIGHT, WHAT, OH
RITEGOT IT, WEIGHT, AGAIN, STOP, KNOT, HUH, SAY AGAIN, RITE, NOW, UH OH
SAY AGAINHMM, HANG ON, STOP, WITCH, KNOT, UH OH, HUH, SAY AGAIN, GO ON, OWE
STOPAGAIN, RIGHT, STOP, SAY AGAIN, WATT, WEIGHT, UH OH, NOT, OWE, WHICH
UH OHGO ON, UH OH, KNOW, SAY AGAIN, WATT, WEIGHT, NOT, WAIT, WHAT, RITE
WAITNOW, HANG ON, WHAT, GOT IT, WITCH, AGAIN, KNOT, RIGHT, WAIT, STOP
WATTWATT, OWE, GO ON, WEIGHT, WHAT, KNOW, AGAIN, NOT, NOW, RITE
WEIGHTRIGHT, WATT, NOT, WITCH, OWE, KNOW, AGAIN, WEIGHT, WHICH, KNOT
WHATRITE, WHICH, GO ON, WRITE, WHAT, OH, SAY AGAIN, RIGHT, KNOT, UH OH
WHICHSAY AGAIN, WHICH, WRITE, WHAT, UH OH, WITCH, HANG ON, NOT, GO ON, KNOW
WITCHKNOT, NOT, WRITE, WATT, GO ON, AGAIN, UH OH, WITCH, KNOW, GOT IT
WRITEUH OH, WHAT, NOW, KNOT, KNOW, WRITE, OH, HANG ON, RIGHT, GOT IT

Module

Recall

A display with one digit, and four buttons labeled 1 to 4 in a mixed-up order. There are 5 stages. Positions are counted from the left, starting at one. At every stage, write down the position and the label of the button that was pressed. Later stages ask for them. A wrong press is a strike. The module then goes back to stage 1 with new numbers, so throw your notes away.

Stage 1

DisplayDo this
1Press the button in the first position.
2Press the button in the first position.
3Press the button labeled 3.
4Press the button in the second position.

Stage 2

DisplayDo this
1Press the button in the same position as you pressed in stage 1.
2Press the button with the same label as you pressed in stage 1.
3Press the button in the fourth position.
4Press the button with the same label as you pressed in stage 1.

Stage 3

DisplayDo this
1Press the button labeled 2.
2Press the button in the fourth position.
3Press the button with the same label as you pressed in stage 1.
4Press the button with the same label as you pressed in stage 2.

Stage 4

DisplayDo this
1Press the button in the same position as you pressed in stage 2.
2Press the button with the same label as you pressed in stage 2.
3Press the button labeled 2.
4Press the button in the fourth position.

Stage 5

DisplayDo this
1Press the button labeled 4.
2Press the button labeled 4.
3Press the button labeled 2.
4Press the button in the same position as you pressed in stage 2.

Module

Blinker

A light blinks one word, over and over. Each letter is a group of short and long flashes. A dark pause separates two letters. A much longer dark pause means the word is starting again.

  1. Have the Defuser call out each letter as flashes, for example "short, long, short".
  2. Find each group of flashes in the code table.
  3. Find the word in the word list.
  4. Tune to the frequency beside that word.
  5. Press the transmit button.

Code table

A dot is a short flash. A bar is a long flash. Groups with fewer flashes come first.

FlashesLetterFlashesLetter
WA
QY
KB
TH
CM
DL
RN
SF
IU
ZG
VO
XE
JP

Word list

WordFrequencyWordFrequency
BAGEL3.615 MHzSALSA3.556 MHz
BASIL3.583 MHzSAUTE3.562 MHz
BRINE3.644 MHzSPICE3.533 MHz
BROTH3.511 MHzSTEW3.574 MHz
CREPE3.658 MHzTANGY3.591 MHz
CRUST3.637 MHzTOAST3.608 MHz
GARLIC3.524 MHzWAFFLE3.505 MHz
GRAVY3.541 MHzWHISK3.629 MHz

Module

Tangled Wires

Four to six wires run from top to bottom and cross each other. Each wire is white, red, blue, or red and blue striped. Each wire has a light above its top end. Each wire may have a star below its bottom end. Follow a wire with care, because it rarely ends under where it starts.

Take one wire at a time. Ask four things: does it have red, does it have blue, does it have a star, is its light on. Find the letter for that mix in the diagram or in the table. Do what the letter says. Cut every wire that needs cutting. Leave the rest alone.

What the letters mean

LetterInstruction
CCut the wire.
DDo not cut the wire.
SCut the wire if the last digit of the serial number is even.
PCut the wire if the bomb has a hex port.
BCut the wire if the bomb has two or more batteries.

Diagram

Each loop is one fact about the wire. Stand inside every loop that is true and outside every loop that is false. A white wire with no star and its light off is outside all four.

REDBLUESTARLIGHT ONnone of theseSPCBPCPSDCCSBBDD

Table

WireStarLightLetter
WhiteNo starOffS
WhiteStarOffP
WhiteNo starOnD
WhiteStarOnB
RedNo starOffP
RedStarOffC
RedNo starOnC
RedStarOnB
BlueNo starOffC
BlueStarOffP
BlueNo starOnC
BlueStarOnD
Red and blue stripedNo starOffB
Red and blue stripedStarOffS
Red and blue stripedNo starOnS
Red and blue stripedStarOnD

Module

Wire Panels

Four panels, shown one at a time. Each panel has up to three wires. A wire runs from a numbered post on the left to a lettered post on the right. Each wire is red, blue or black. Earlier panels cannot be seen again.

  1. Read the wires of a panel from post 1 down to post 3.
  2. Keep a separate count for each color. The counts carry on from panel to panel.
  3. Count every wire, whether or not it gets cut.
  4. Find the wire's color and count in the table. Cut the wire only if it ends at a listed letter.
  5. When every wire on the panel has been checked, press the next panel button.
  6. Pressing the button on the fourth panel finishes the module.

Cut the wire if it ends at

Countredblueblack
1stA or CB or CA or B
2ndBCB or C
3rdAA or CA or C
4thCCB
5thA or CA or CA or C
6thBB or CA
7thA or BAA
8thCA or BA or B
9thCB or CA

Module

Labyrinth

A six by six grid of dots with four arrow buttons. Two dots have a ring around them. The white light is the Defuser. The red triangle is the goal. The Defuser cannot see any walls.

Ask where the two rings are. Columns count from the left. Rows count from the top. Find the maze with rings in the same two places. Then ask where the light and the triangle are. Guide the light to the triangle one step at a time. Lines are walls. Stepping into a wall is a strike. Stepping off the grid is a strike. The light stays where it was.

Mazes

Maze 1. Rings at column 1, row 4 and column 3, row 4.
Maze 2. Rings at column 1, row 1 and column 4, row 1.
Maze 3. Rings at column 4, row 4 and column 4, row 6.
Maze 4. Rings at column 5, row 1 and column 1, row 5.
Maze 5. Rings at column 6, row 1 and column 6, row 3.
Maze 6. Rings at column 3, row 1 and column 6, row 4.
Maze 7. Rings at column 1, row 2 and column 5, row 3.
Maze 8. Rings at column 4, row 2 and column 6, row 6.
Maze 9. Rings at column 2, row 1 and column 5, row 5.

Module

Passcode

Five letter wheels side by side, and a submit button. Each wheel holds six letters. The arrows above and below a wheel turn it. Exactly one word from the list below can be spelled, using one letter from each wheel, left to right. Ask the Defuser to read out all six letters on the first wheel. Cross out every word that does not start with one of them. Do the same for the next wheel until one word is left. Set the wheels to that word, then press submit. Submitting anything else is a strike.

Passcode words

  • BAGEL
  • BASIL
  • BERRY
  • BLEND
  • BROTH
  • CHARD
  • CHIVE
  • COCOA
  • CREAM
  • CREPE
  • CRUST
  • CURRY
  • DONUT
  • DOUGH
  • FEAST
  • FUDGE
  • GRAPE
  • GRAVY
  • GUAVA
  • HONEY
  • JELLY
  • JUICE
  • KEBAB
  • KNEAD
  • LEMON
  • MAPLE
  • MELON
  • NACHO
  • PRAWN
  • SALSA
  • SAUCE
  • SLICE
  • SPOON
  • SYRUP
  • TOAST

Needy module

Pressure Vent

This module cannot be solved. It sleeps, then wakes up with a question, a Yes button, a No button and a 40 second countdown. Have the Defuser read the question aloud. Find it in the table. Say the answer next to it.

The right answer puts it back to sleep. A wrong answer is a strike. Letting the countdown reach zero is a strike. It will wake again later with another question.

The panel asksPress
Simmer the sparks?No
Preheat the detonator?No
Salt the fuse?Yes
Vent the gravy?No
Is the souffle ticking?Yes
Whisk the wick?No

Needy module

Discharge Lever

This module needs no expert help. Its meter fills on its own and a full meter is a strike, so the Defuser holds the lever down to drain it and lets go once it is empty.

Needy module

Dial Alignment

This module cannot be solved. It sleeps, then wakes up showing twelve lights in two rows of six, with a 40 second countdown. A filled circle below is a lit light. A hollow circle is a dark light. Have the Defuser read out both rows, left to right. Find the matching picture.

The dial must point the way the table says when the countdown reaches zero. The turn button moves the dial one step clockwise. If the dial points the wrong way at zero, that is a strike. Then it sleeps and wakes later with new lights. The dial stays where it was left.

LightsPoint the dial
up
down
right
right
up
down
left
left

Appendix: edgework

Edgework is printed on the bomb's casing. Many rules refer to it. Ask for all of it once, at the start, and write it down.

Serial number

Six characters. The last one is always a digit. The letters I and O are never used, so a round character is a zero and a straight one is a one. The vowels are A, E and U.

Batteries

A bomb has zero to four battery holders. A holder carries one battery or a pack of two. Rules count batteries, not holders, unless they say holders.

Indicators

An indicator is a three-letter label beside a light. The light is lit or unlit. The possible labels are: YUM, NOM, ZAP, HOT, ICE, RAW, FRY, DIP, JAM, BRU, MSG.

Ports

PortNameHow to recognise it
HexA six-sided outline with one bar across the middle.
TwinTwo round sockets side by side.
RibbonA wide rectangle with five short pins.
CoaxOne large ring with a solid dot in the centre.
SlotA rounded box with one thick horizontal slot.
TridentThree upright prongs on a base line.

Glossary

Defuser.
The one player who can see and touch the bomb.
Expert.
Everyone holding this manual. Experts never see the bomb.
Module.
One puzzle panel on the bomb. Solve every regular module to defuse it.
Needy module.
A module that cannot be solved. It wakes up now and then and must be kept happy.
Strike.
A mistake. Each strike speeds up the countdown. The last allowed strike sets the bomb off.
Edgework.
The labels on the bomb's casing: serial number, batteries, indicators and ports.
Rule seed.
The number of this manual. A bomb only works with the manual that has its rule seed.