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Modules and the manual

Tangled Wires Diagram: Four Loops, One Letter

By Bomb AppétitPublished October 20, 2026

The Tangled Wires diagram is four overlapping loops labelled red, blue, star and light on. For each wire, the Expert stands inside every loop that is true and outside every loop that is false. The letter in that spot says what to do: cut, leave alone, or cut only if a piece of edgework checks out.

What the Tangled Wires panel shows from top to bottom

The Tangled Wires panel holds four to six wires that run from the top of the module to the bottom and cross on the way. Above each wire's top end sits a small light, lit or dark. Below each wire's bottom end there may be a star. The colors are white, red, blue, or red and blue striped.

Read the panel in that order, top to bottom. The lights form a row across the top, one per wire. The wires themselves cross in the middle, sometimes more than once. The stars sit in a row along the bottom, but only some of the bottom slots have one. The game always deals at least one crossing, so a wire never simply drops straight down to the slot beneath it.

Every bomb also has at least one wire that must be cut. That matters, because the module only turns green once every wire that should be cut has been cut. A Tangled Wires panel with no cuts would be impossible, so the game deals again until there is one.

The colors are worth naming carefully. A striped wire is both red and blue, and the manual treats it that way: it answers yes to both color questions. A white wire answers no to both. Treating a striped wire as "kind of red" is a quick way to land in the wrong part of the diagram.

Four Tangled Wires questions: red, blue, star, light

The Expert should ask the same four questions for every wire, in the same order: does it have red, does it have blue, does it have a star, is its light on. That is the order the manual prints, and a fixed order lets the Defuser answer in a rhythm without thinking about which question comes next.

The answers can be shortened to four words. "Red yes, blue no, star yes, light off" carries everything the diagram needs. Some teams cut it further to "red, star" for a red wire with a star and its light off, naming only what is true. That works once both people agree that anything unnamed is false, and fails badly the first time a tired Defuser forgets to mention the light.

Take one wire at a time, from left to right along the top. Finish all four questions for a wire, decide, and only then move on. Asking all the colors first and all the stars second sounds efficient, but it forces both people to hold up to six partial answers in their heads at once.

It also helps to name each wire by its top position: "wire one" is the leftmost light. The Defuser can point at a top end without ambiguity, while bottom ends are hard to describe until the wire has been traced.

Should you read the Tangled Wires diagram or the table?

The Tangled Wires page offers the same sixteen answers twice: as a diagram of four loops, and as a table. The table is grouped by wire color, which is what the Defuser says first. For most Experts, the table is faster for plain red, blue or white wires, and the diagram is faster for visual thinkers.

The manual's Tangled Wires page prints the table in four groups of four rows: white, red, blue, then red and blue striped. Each row has a star column and a light column. Once the Defuser names the color, three quarters of the table can be ignored, and the last two answers pick one row out of four.

The diagram rewards a different way of thinking. Each loop is one fact. A red wire with a star and its light on sits inside the red loop, inside the star loop, inside the light loop, and outside the blue loop. A white wire with no star and its light off is outside all four, in the small box marked "none of these". Some Experts find a spot in the diagram faster than a row in a table, especially when they read the answers as a set of "inside" and "outside" calls.

Pick one and stick with it for the round. Switching between them halfway through is where Experts lose their place.

All sixteen combinations with example letters

The letters below are invented for this example. The rule seed decides the real ones, and each seed spreads the five letters across the sixteen spots, three of each plus one extra.

Wire Star Light Example letter
White No star Off D
White No star On C
White Star Off S
White Star On B
Red No star Off P
Red No star On C
Red Star Off D
Red Star On S
Blue No star Off B
Blue No star On D
Blue Star Off C
Blue Star On P
Red and blue striped No star Off S
Red and blue striped No star On B
Red and blue striped Star Off P
Red and blue striped Star On C

What do the Tangled Wires letters tell you to do?

Every Tangled Wires letter carries one of five instructions. C means cut the wire. D means do not cut it. S means cut it if the serial number's last digit is even. P means cut it if the bomb has a particular port, which the page names. B means cut it if the bomb has two or more batteries.

Letter Instruction
C Cut the wire
D Do not cut the wire
S Cut if the last digit of the serial number is even
P Cut if the bomb has the port named on the page
B Cut if the bomb has two or more batteries

Three of those five depend on edgework, the details printed on the sides of the case. The Defuser can read them out once at the start of the round and the Expert can note them, so that S, P and B become as quick as C and D. The guide to reading the edgework covers where each detail sits and how to say it.

The P letter is the one that changes most between seeds. The page names one port type, and that type is fixed for the whole manual. The guide to which bomb port type Tangled Wires checks shows how to tell the port shapes apart before you need them.

The B letter counts batteries, not battery holders. A holder can carry one cell or a pack of two, so the count needs a moment's care. The two-battery rule on Tangled Wires walks through how holders and batteries add up.

Following a crossed Tangled Wires wire to its bottom end

To check a star, the Defuser has to follow the wire from its top end, through every crossing, to the slot where it ends. The star belongs to whichever wire finishes above it, not to the wire whose light is directly overhead. Tracing slowly with a finger or the mouse pointer keeps the wire from being lost.

Crossings are where the trouble starts. Two wires of the same color can cross, and at that point it is easy to slide onto the wrong one. A few habits help:

  1. Name the wire by its top light: "wire two".
  2. Put a finger or the pointer on the top end and keep it on the wire the whole way down.
  3. At each crossing, keep going in the same direction rather than turning.
  4. Say the bottom slot out loud: "it ends at slot four, there is a star".

On a screen, the cursor works as well as a finger. On a phone, a fingertip can hide the wire it is resting on, so trace just beside it instead.

Once a wire is traced, there is no need to trace it again. If the Defuser says "wire two ends at slot four, star yes", the Expert can write it down and the rest of the questions take seconds.

The Tangled Wires mistake: judging a wire by where it starts

The most common Tangled Wires mistake is answering the star question by looking straight down from a wire's top end. The star under that spot belongs to a different wire. The answer is then wrong for two wires at once, and the Expert has no way to notice from the table.

The panel almost guarantees this happens to new teams. Lights and stars sit in neat rows, so the eye wants to pair them up by column. The game never deals a panel where every wire runs straight down, so that column habit is wrong at least once on every bomb, and often for most wires.

The cost is a strike if the wrong letter says cut. Cutting a wire is permanent, and a wrong cut stays cut, so the strike cannot be undone. A wrong "do not cut" is quieter but just as bad: the module stays unsolved, and the team keeps hunting for a wire that does not exist while the clock runs on.

If the module refuses to go green after every cut seems done, suspect a star that was read by column. Ask the Defuser to trace each uncut wire to the bottom once more.

Tangled Wires among the other modules

Tangled Wires is a small logic puzzle that only works as a team: the Defuser sees the wires and the Expert holds the letters. That split is the heart of Bomb Appétit, a free co-op game you play in the browser, and it makes the module a good one to practise on in a short mission.

For the next step, the Wire Panels module keeps the wire theme but adds memory, since its earlier panels vanish. The Labyrinth maze module swaps wires for walls the Defuser cannot see. Both build on the same habit Tangled Wires teaches: one fact at a time, said in a fixed order. Start a round from Play and try the diagram one round and the table the next to see which your team reads faster.

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