BOMBANANA! PLAYER GUIDE
How to read, relay, and solve BOMBANANA modules
A module guide should tell the team what to observe, how to move that state through the manual, and when an answer expires. Use this overview before opening an individual panel entry.
How BOMBANANA modules work
A BOMBANANA bomb contains separate puzzle panels called modules. A defusal module clears after the team reads its state, consults the manual, relays an answer, and performs the correct input. No role owns that whole process. The module index groups every known panel by difficulty and identifies the observations required before an answer is useful. Search by official name or a common alias when your group uses different vocabulary.
Difficulty describes the BOMBANANA module pool, not the intelligence of a player. Easy panels usually require shorter packets, medium panels add symbols or sequences, and hard panels combine more state or memory. A practiced hard module can feel calmer than an unfamiliar easy one. The point of the labels is to prepare for Random Campaign slots and Custom settings, not to encourage a team to rush anything marked easy.
Identify the panel before asking for an answer
The first word of every BOMBANANA packet should be the module name. Colors, numbers, and Braille values appear across several families, so a bare observation can send Mute to the wrong table. If a panel is unfamiliar, describe its physical controls without touching them and let the team match it to the module index. Once the name is agreed, use the page’s required-information list in the displayed order.
Stable naming matters most for BOMBANANA symbols, musical notes, and grid positions. Decide on a small vocabulary before the timer starts and resist creative renaming during a run. A symbol called “open triangle” in one stage should not become “broken pyramid” in the next. Coordinates should always use the same origin and report row before column. Consistency reduces translation work for Deaf and lets Mute scan the manual faster.
Current state, stages, and expired answers
Several BOMBANANA modules change after one correct input. Direction can present a new LED or Braille number, Calculator can reveal a second-stage LED, and Monkey-Says extends a cumulative sequence. The answer for the previous state expires immediately. Announce the transition, remove hands from the controls, and collect the next state as a fresh packet. Never let an old color or direction remain unlabelled in the conversation.
Stateful BOMBANANA panels need a keeper. That person records the current stage, which fields have been confirmed, and whether an interruption occurred. The keeper does not replace the normal roles; the job simply prevents two valid facts from different stages being combined. When Chaos breaks the rhythm, the keeper calls a full reread. A few repeated words are cheaper than one mistake caused by a stale answer.
Public tables and evidence boundaries
Some BOMBANANA relationships have been published in community tables and can be shown compactly, such as the Cable target-color table, Direction mapping, and Calculator second stage. Those pages label the table as community evidence and link the source. The table is useful only when the input packet is complete. A correct row selected with the wrong LED, count, parity, or Braille number still produces a wrong action.
Other BOMBANANA modules have a repeatable procedure but no trustworthy complete mapping available outside the game. Those pages deliberately stop at observation order, callout format, and verification. They do not invent a chart to satisfy a search query. Use the live in-game manual for the missing branch. This boundary keeps the wiki useful when the game updates and makes it clear which information your team should confirm during play.
Defusal modules versus Chaos modules
Cable, Color Slider, Direction, Calculator, Symbol, Piano, Soundboard, Switch, Maze, Morse, and Monkey-Says are defusal modules. Pressure, Slider, and Alarm are BOMBANANA Chaos modules. A defusal panel has an information packet and a completion state. A Chaos module is an ongoing duty that steals attention from that packet. Confusing the two leads teams to either neglect an emergency or over-narrate a background meter.
Assign BOMBANANA Chaos ownership before the first normal callout. The watcher should use one short interrupt phrase, clear the hazard, declare it stable, and request a reread. Everyone else stops speaking during the emergency so Blind can react without competing directions. If the same player is also holding sequence history, choose a backup; the hardest Campaign combinations punish a team that gives every memory task to one person.
- Open a module page and read its required-information list before its procedure.
- Use printed or physical positions in the final instruction to Blind.
- Treat every stage change as a new packet.
- Use the in-game manual when a complete public mapping is unavailable.
- After Chaos, restart the active module from its current state.