BOMBANANA! (Bomb Banana) Switch Module

What a Switch board shows

A Switch panel gives you four light colors and four numbers, and each switch flips Up or Down. Nothing is submitted until someone presses Enter. That makes switches more dangerous than wires: you usually need several states correct before a single Enter press locks them in. The most common switch-panel failure is hitting Enter with one uncertain 50/50 still unresolved.

Read all eight values before the first flip

Keep both rows in the same left-to-right order until all four switch positions are known: colors first, numbers second, Up/Down answers third, Enter last. A clean call sounds like: "Switch. Colors: Red, Green, Blue, Yellow. Numbers: Nine, Three, Seven, Six." Only after the full read does the bomb side start resolving positions.

Freeze them as four positions

Hold the board as four paired slots rather than two separate lists. For example:

  • Position 1 — Red — 9
  • Position 2 — Green — 3
  • Position 3 — Blue — 7
  • Position 4 — Yellow — 6

The useful part is preserving Red = 9, Green = 3, Blue = 7, Yellow = 6 in their actual left-to-right slots. The same four colors in another order are a different board, so "we have Red, Yellow, Blue, and Green" is not yet a usable Switch read.

If an earlier switch was wrong, use go-back — not Enter

Resolve each switch up or down in turn, repeating every state as you go, and confirm each one before anyone touches Enter. If an earlier switch turns out to be wrong, that is exactly why you agreed a go-back signal during setup: use it and revisit that exact switch instead of mashing Enter and hoping the board forgives you.

Confirm every switch before Enter

The answer row travels back as first, second, third, fourth — always left to right. If the current state is "Down / Down / ? / Down," the board is not "almost submitted" — it has one unresolved position, and that position gets resolved before anyone talks about Enter. One uncertain switch can turn three correct decisions into one failed submission.

Same colors ≠ same answer

Several completed boards can share the exact same color order and still finish with different switch positions, because the numbers decide the board. These worked states are from community guides:

Light order (left→right)NumbersFinal switch positions
Red / Yellow / Blue / Green4 / 3 / 2 / 6Down / Down / Up / Down
Red / Yellow / Blue / Green7 / 9 / 3 / 6Up / Up / Down / Down
Red / Yellow / Blue / Green1 / 4 / 3 / 6Down / Up / Down / Down
Red / Green / Blue / Yellow7 / 1 / 8 / 9Up / Up / Up / Up
Green / Blue / Yellow / Red7 / 2 / 4 / 8Up / Down / Down / Down

Seeing the same familiar color order does not give you permission to reuse the pattern from the previous bomb — the current numbers decide the current board.

Enter is the fifth action, not four guesses compressed into one

The most common way a Switch panel dies is not a wrong value — it is pressing Enter with one position still uncertain. Three confirmed switches and a coin-flip on the fourth does not produce a 75% chance; it produces a failed submission that throws away the three you got right.

Treat Enter as a separate, fifth step that happens only after all eight values are locked. If the board is "Down / Down / ? / Down", the board is not nearly finished — it has one unresolved position, and that position is the only thing the team should be talking about.

When Switch borrows a Braille number

Some Switch rows do not resolve from the panel alone: the manual row you need also asks for aBraille value that only the Blind Monkey can read by feel. That makes Switch the first module where the Mute Monkey has to hold two different pieces of information at once — the switch setup and a number that exists only because Blind reported it earlier.

Get the Braille digit confirmed before the switch positions are finalised, and say it out loud once it is locked. If you submit and the module changes state, call the new state fresh rather than reusing the old values — the previous read no longer describes the board in front of you. See theBraille guide for why nobody else should guess that digit, and themodule solver if you want to check a board read between runs.

Repeat one fact — or restart the whole board

Losing a single value and losing confidence in the board are two different problems, and they need two different fixes. If the call was "Red, Yellow, Blue, Green" and someone simply missed the last color, repeating that last color is enough — nothing else has become uncertain.

That stops being true the moment positions start moving. An exchange like "Was the second number three?" / "No, I thought three was third" / "Was Blue second or third?" cannot be repaired one fact at a time, because the problem is no longer any single value — it is whether the number-to-position mapping is still intact. At that point another isolated answer makes the board harder to trust. Restart from the four colors.

One missing fact → repeat that fact. Conflicting memories about position → restart the board.

Four moments that mean the read is already dead

Not every hesitation needs all eight values again, but these four do — each one breaks the mapping rather than a single value:

  • The color order broke halfway through. If the call started "Red, Green…" and nobody agrees whether Blue or Yellow came next, restart all four colors from the left. Repairing positions three and four while positions one and two live only in memory creates a board nobody can audit.
  • One number may belong to the wrong slot. If one player remembers 9 / 3 / 7 / 6 and another thinks the middle pair was 7 / 3, the question is no longer "what was the third number?" — it is whether the number-to-position mapping survived. Re-read all four numbers.
  • The four answers lost their positions. Hands come off the switches and the return starts again from first, second, third, fourth — always left to right. Nobody keeps flipping controls while the order is still being rebuilt.
  • Enter was pressed and the module did not clear. The previous pattern loses its authority. Look at the panel again before repeating anything: the next useful move comes from what the board shows now, not from the answer you wish had worked.

After a wrong input, stop — do not compensate

When a switch goes in wrong, the instinct is to hurry the remaining entries to make up lost time. That is exactly backwards: panic inputs stack mistakes faster than calm retries. Call a full stop, then re-read the whole module from scratch, because a wrong input can change the light, the number, or the state you are already on. The answer that was correct ten seconds ago may no longer describe the board in front of you.

First appears on Level 16

Switch gets its first fixed Campaign slot on Level 16 (4:00, with 2 × Random Easy + Switch and Pressure + Alarm). Level 17 keeps Switch and raises the mix; by Level 20 a fixed setup can include Random Easy + Maze + Switch inside 5:00. That is not where you want to discover the team still confuses the second Switch number with the second switch action — leave Level 16 once one board read reliably becomes one submission.

Leave Level 16 when one read becomes one submission

Switch does not have to become instant before you push deeper into the Campaign — eight source values deserve a deliberate few seconds. What should stop being fragile is the sequence. Stay around the Level 16–17 range while any of these still happens: colors and numbers regularly lose their positions; solving starts before all eight values have arrived; the return says "Up" or "Down" without naming which physical switch; Enter gets pressed while one position is still disputed; a pattern from the previous bomb keeps influencing the current one; or a single interruption forces several full rereads of the board.

Move on once the same basic run stops wobbling: the colors arrive once, the numbers arrive once, four positions come back, the row gets set, and Enter ends the module. The solve can still take time. What you should not carry into the Maze-heavy Level 20 range is uncertainty about which value belongs where.

How we built this page. We compiled the "eight values, confirm before Enter" structure and the worked examples above from independent community references, and cross-checked them against the demo playthrough. The repeat-one-fact versus restart-the-board rule, the four signs that a board read is dead, and the Level 16–17 readiness checklist come from the same cross-checked set. Switch's first Campaign appearance follows this wiki's Campaign table; the three asymmetric roles are from the official Steam store page.

Frequently asked questions

How many values does a Switch panel need?
Eight: four light colours and four numbers, each locked to its fixed left-to-right position. Each switch then resolves Up or Down, and nothing is submitted until someone presses Enter.
Can I press Enter if three of the four switches are confirmed?
No. A board with "Down / Down / ? / Down" is not almost submitted — it has one unresolved position, and that position gets resolved before anyone talks about Enter. Hitting Enter on an unresolved 50/50 is the most common switch-panel death.
Does the same colour order always give the same answer?
No. The same colour order with different numbers produces a different Up/Down result, because the numbers decide the board. Never reuse the pattern from a previous bomb just because the colours look familiar.
What do I do if an earlier switch turns out to be wrong?
Use the go-back signal you agreed in setup and revisit that exact switch, rather than mashing Enter. This is the main reason the gesture dictionary includes a dedicated go-back sign.
Should we repeat one value or restart the whole board?
One missing fact only needs that fact repeated. If positions are in doubt — different players disagree about which number went with which color, or about where the order broke — restart all four colors from the left, because the number-to-position mapping is what broke, not a single value.
Which level does Switch first appear on?
Level 16 in the Campaign, with a 4:00 timer alongside two Random Easy modules plus Pressure and Alarm. Later levels keep mixing it in.

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