BOMBANANA! Modules

Modules are translation problems

Strip away the timer and the bomb casing, and BOMBANANA! (Bomb Banana) is really a handful of small translation problems stacked on top of each other. Each one asks the Blind, Deaf, and Mute monkeys to hand information down the same four-step chain in a slightly different shape: identify the module → gather the right state → look up the manual answer → repeat back and confirm → one physical action. The official Steam page describes this as "Puzzle Modules — each bomb has different modules and different rules."

The three-monkey relay

The Deaf Monkey narrates on every module type; the Mute and Blind monkeys take turns holding the unique piece of information. Here is how the relay splits across four core module types:

ModuleDeaf MonkeyMute MonkeyBlind Monkey
WireReads wire colors and the indicator light aloud, in a fixed orderCross-references the manual by wire count and light colorCuts exactly one wire per confirmed cycle
BrailleRepeats the reported digits aloud to confirmMatches digits to the manual row, cross-checked against the lightReads raised dots by touch, reports digit by digit
KeypadReads back live feedback as digits are enteredConfirms each entry against the manualEnters one digit per confirmed cycle
SwitchNarrates the current active switch positionsCross-checks the manual row, including a Braille number where relevantFlips one switch at a time per confirmed cycle

Note on names: sources differ on how these modules are labelled. This breakdown namesBraille and Keypad as their own entries, while the Campaign map further down the page uses slightly different labels (it lists Color Slider, and does not use the Braille or Keypad names), which is why the two lists are not one-to-one. Rather than force one naming, we show both.

The universal callout — one structure for every module

Every module on this page uses the same call structure. Learn it once and apply it everywhere:

module name → position → details → manual answer → repeat-back → confirm → input

Saying the module name and its position first is the part beginners skip, and it is the most important bit. The Mute Monkey cannot find the right page in the BOMBANANA! manual if they do not know which module you are on, and several pages involve colours and lights — so "green, blue, red" on its own is useless. A good defusal team sounds boring and robotic.

Agree these four things before you start

  • A gesture dictionary so the Mute Monkey has a clear sign for yes, no, wait, repeat, go-back, and the numbers zero to nine.
  • Left and right always mean the Blind Monkey's left and right — that is the one perspective that matters once hands are on the bomb.
  • Always tackle the simplest module first to take the timer pressure off.
  • Nobody cuts, presses, types or flips until the instruction has been repeated back once.

Module types you'll meet

The Campaign gradually introduces modules rather than making one module harder. Each new type stacks onto the previous ones, so later bombs mix several at once. If you want the bigger picture around these introduction points — how many levels are in BOMBANANA! (30 in Campaign), the full level-by-level table and the three Chaos types — the levels page covers all of it.

ModuleFirst Campaign level
Cable / Wire1
Color Slider2
Direction4
Calculator5
Symbol8
Piano9
Soundboard11
Switch16
Maze18
Morse21
Monkey-Says23

Campaign introduces them in order

Cable modules come first and teach the basic four-step relay with no twist.Braille modules then force the team to handle the Blind Monkey originatinginformation instead of just receiving it. Switch modules arrive later and ask the Mute Monkey to cross-reference two data types at once — a manual row and a Braille number.Calculator modules appear within that later stretch. Because module types stack rather than replace each other, a late-stage bomb can run all of them on the same casing at once.

Custom mode: practice one module at a time

Beyond Campaign, the Custom mode (confirmed on the official Steam page: "Players create their own challenge by adjusting bomb difficulty, the timer, module types…") lets a group build a bomb around a single module type. A team that keeps blowing Braille modules can run nothing but Braille until the timing between the Mute Monkey's gesture and the Deaf Monkey's translation actually holds — practice without the stakes of a live Campaign run.

After any mistake: full stop, then re-read everything

When an input goes wrong, stop — do not rush to make up for it, because panic inputs stack mistakes faster than calm retries. Call your full stop, then re-read the entire module from scratch: a wrong input can change the LED, the number, or the stage you are on, so the answer that was right ten seconds ago may not be any more.

Quick tips, by module

  • Lead every callout with the module name and position.
  • Wires: count first, then colours left to right, then the LED.
  • D-pad / Direction: agree whose left and right you mean, every time.
  • Numpad / Calculator: the maths answer is not always the key you press, and the pad is jumbled.
  • On a numpad clash, the manual holder picks the branch, not the handler.
  • Switches: confirm every state before you press enter.
  • After any mistake, full stop and re-read the whole module.
How we built this page. We compiled the universal callout, the four setup agreements, the "after any mistake" rule, the per-module quick tips, the four-step relay and the module-type list from independent community references, and kept the version they agreed on. Naming varies between sources — some call the first module "Wire," others "Cable"; the numeric keypad is "Keypad" or "Numpad" — these are the same modules. The three game modes and the asymmetric roles are confirmed on the official Steam store page.

Frequently asked questions

How many module types are there in BOMBANANA!?
No official list has been published — the Steam page only says that every bomb has different modules and different rules. Two community sources overlap but do not match exactly: a Campaign map lists 11 types (Cable/Wire, Color Slider, Direction, Calculator, Symbol, Piano, Soundboard, Switch, Maze, Morse and Monkey-Says), while the "How Modules Work" guide describes Braille and Keypad separately. Some of the names are very likely two labels for one module — the numeric pad shows up as both Keypad and Numpad — so the honest answer is 11 to 13 types depending on which guide you follow, not a single fixed number.
What order does the Campaign introduce modules in?
Cable/Wire first, then Direction and Calculator early, with Symbol, Piano, Soundboard, Switch, Maze, Morse and Monkey-Says arriving later. Modules stack rather than replace each other, so a late bomb can run several types on the same casing at once.
Can I practise a single module on its own?
Yes, in Custom mode. The official Steam page confirms players can adjust bomb difficulty, timer and module types, so a team that keeps failing one module can build a bomb around it and drill until the relay holds.
What is the universal callout and why does it matter?
Module name, then position, then the details that module needs, then the manual answer, then a repeat-back, then a confirm, and only then the input. Skipping the name and position is the classic beginner mistake: the Mute Monkey cannot find the right manual page without it, and several pages involve colours and lights.
What should the team agree on before the first bomb?
Four things: a gesture dictionary (yes, no, wait, repeat, go-back and the numbers zero to nine), that left and right always mean the Blind Monkey’s left and right, that the simplest module is tackled first, and that nobody cuts, presses, types or flips until the instruction has been repeated back once.

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