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:
| Module | Deaf Monkey | Mute Monkey | Blind Monkey |
|---|---|---|---|
| Wire | Reads wire colors and the indicator light aloud, in a fixed order | Cross-references the manual by wire count and light color | Cuts exactly one wire per confirmed cycle |
| Braille | Repeats the reported digits aloud to confirm | Matches digits to the manual row, cross-checked against the light | Reads raised dots by touch, reports digit by digit |
| Keypad | Reads back live feedback as digits are entered | Confirms each entry against the manual | Enters one digit per confirmed cycle |
| Switch | Narrates the current active switch positions | Cross-checks the manual row, including a Braille number where relevant | Flips 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.
| Module | First Campaign level |
|---|---|
| Cable / Wire | 1 |
| Color Slider | 2 |
| Direction | 4 |
| Calculator | 5 |
| Symbol | 8 |
| Piano | 9 |
| Soundboard | 11 |
| Switch | 16 |
| Maze | 18 |
| Morse | 21 |
| Monkey-Says | 23 |
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.
Frequently asked questions
How many module types are there in BOMBANANA!?
What order does the Campaign introduce modules in?
Can I practise a single module on its own?
What is the universal callout and why does it matter?
What should the team agree on before the first bomb?
Back to How to Play →All 30 LevelsWires ModuleOpen Module Solver