🍌 BOMBANANA! Module Solver

Free co-op bomb-defusal helpers · Wire · Direction · Calculator · Soundboard · Morse · Roles

🔧 Cable / Wire Solver

Count → LED → target color → physical position from the left → cut.

3 cables4 cables
RedBlueGreenYellow
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How to use the Cable solver

The Cable module always resolves in the same four steps: count the cables on the panel, read which LED is active, look up the target color for that LED, then find where that color sits counting from the left. The Deaf monkey reports the cable count and the LED color; the Mute monkey looks up the target; the Blind monkey points at the cable by position ("second from the left"), never by color — the Blind player can't see colors reliably, so positions are the shared language.

This solver refuses to answer when the target color appears zero or several times. That's deliberate: in the real game a 50/50 guess is how runs die. If the solver asks you to reread the panel, re-confirm every cable color from left to right before entering anything. The full lookup tables and failure examples live in theCable / Wires module guide, and the same tables are in theprintable reference if you would rather have paper at the table.

🧭 Direction Solver

Read the active LED + Braille number together → one arrow.

RedBlueGreenYellow
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How to use the Direction solver

Direction is a two-input module: the active LED gives the color, the Braille cell gives a number from 1 to 9, and only the pair determines the arrow. The Blind monkey reads both inputs by touch and calls them out in a fixed order — number first, then color — so the Mute monkey can look the pair up in the manual without asking twice.

Watch out for the pairs that share a layout: 1 and 4, 2 and 7, 3 and 5, 6 and 8 return the same set of arrows, so a misread dot between those pairs won't always be caught by a "does that look right?" check. When in doubt, the Blind player re-reads the cell — the Braille module guide explains the read-one-value-press-once loop that prevents stale answers. The arrow table is also on theprintable manual.

🔊 Soundboard Solver

Find the sounding button first, then read its Braille number + color → press these grid positions.

RedGreenYellowBlue
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How to use the Soundboard solver

The Soundboard is a 3×3 grid where exactly one button is sounding at a time. Identify the sounding button first, read its Braille number and its color, and the pair selects a set of grid cells to press. Because only one button sounds at a time, the Deaf monkey and the Blind monkey should agree on which button is live before anyone reads anything off it — a wrong starting button poisons every later step.

The highlighted cells in the result grid are positions on the panel's own 3×3 layout, labelled from the Blind player's perspective: top-left, top-center, top-right, then the middle row, then the bottom row. Call them row by row ("top-left and bottom-right"), not as a blur of letters. This is the same top-left-to-bottom-right habit theBraille guide uses for reading dots. The full 9-number grid is printed on themanual page as well, if the squad is working from paper.

🧮 Calculator Solver

Two stages: the equation only advances the module. The new LED plus odd/even picks the key that actually finishes it.

RedGreenYellowBlue
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How to use the Calculator solver

The Calculator is the module most teams get wrong in the same specific way: they solve the arithmetic, press it, and assume they are done. They are not. The raw result onlyadvances the module. Once it is accepted the Calculator reveals a new LED, and that LED combined with whether the raw result was odd or even selects one final digit.

The Blind monkey should report the full state in one breath — "result is 57, odd, green LED" — and then wait. The Mute monkey holds the manual and the LED colour, so the Mute monkey picks the branch, not the handler. If you are ever staring at an equation wondering where the light is, you are one stage early: no useful LED exists until the raw result is accepted.

Note that 0 is a real answer, not a missing one — a Blue LED with an odd raw result gives 0, and so does a Yellow LED with an even raw result. The full two-stage walkthrough and the worked examples live in theCalculator module guide. Both stages are also printed on one page in thedefusal manual tables.

📡 Morse Solver

Read the five symbols left to right → the digit they spell.

● dot— dash
● dot— dash
● dot— dash
● dot— dash
● dot— dash
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How to use the Morse solver

This module is five symbols in a fixed order, each one a dot or a dash. Track them as four slots on the manual side — _ _ _ _, five in this case — and confirm every slot before the board side enters anything. Entering on a partial read is the most common Morse failure, and unlike wires it is not recoverable on the same board.

The mapping here is standard Morse for the digits 0–9, which is what the game uses:----- is 0, ..... is 5, ----. is 9. The solver refuses to answer if you have not filled all five slots — a four-symbol code is not a digit, and guessing the fifth is exactly the mistake this page exists to prevent. The full table is in the printable manual, and the module-by-module explanation is on the module overview.

🐵 Role Assigner

Exactly three monkeys. Assign your squad and see who fits where.

How to use the Role Assigner

BOMBANANA! (Bomb Banana) is built for exactly three players, and each seat punishes a different weakness. The Blind player needs steady hands and calm spatial calls; the Deaf player needs the best short-term memory, because they carry facts between the other two; the Mute player needs fast rule-reading, since they translate the manual into gestures. The assigner shuffles your squad and shows what each seat demands — if a suggestion clearly doesn't fit someone, swap before the first bomb, not after.

New squads should put the newest player on Blind at first: it keeps them inside one panel while they learn, and the roles guide suggests rotating seats once everyone has survived a few runs. More role-fit detail and the six-signal vocabulary are in the Roles & Communication guide.

Using solvers without ruining the game

These solvers are lookup aids, not autopilot. In a real run the hard part is never the table — it's moving one piece of information through three players without corrupting it. A few ground rules, all of them straight from the guides on this site:

New to the game entirely? Start with How to Play, then skim themodule overview to see what the relay chain looks like end to end. Already cleared the campaign? The FAQ covers modes and platforms, the answer to is BOMBANANA! crossplay? covers Steam, Roblox and Mac, and the levels guide breaks down all 30 campaign bombs.

Where these lookup tables come from

A solver is only as good as the table behind it, so it is worth knowing how these were checked. Every mapping on this page — the Cable cut rules, the Direction table, the Calculator final key and the Soundboard grid — was cross-checked against three independent sources: the module guides on this site, a full community Campaign reference, and an independent walkthrough that publishes its own lookup tables. All of them agree.

Two practical consequences. First, when a solver refuses to answer — for example when the target cable colour appears twice — that is deliberate, not a bug: the source material is telling you the panel state is ambiguous and needs re-reading. Second, if the game ever updates a module rule, these tables will be stale until they are re-checked, so treat a solver result that contradicts what you can see on the panel as a signal to trust the panel.

Frequently asked questions

Is the BOMBANANA! solver free?

Yes. Every solver on this page is free, with no account, no daily limit and no payment. There is no paid tier and nothing is behind a login.

Do I need an account or an install?

Neither. The solvers run entirely in the browser on desktop and mobile. There is no download, no extension and no email capture.

Which modules does the solver cover?

Six helpers: Cable/Wire (count and LED colour to the cable to cut), Direction (LED plus braille digit to an arrow), Soundboard (sounding button to the grid positions to press), Calculator (two-stage: equation, then LED plus odd/even to the finishing key), Morse (five symbols to a digit), and a Role Assigner for a three-player squad.

How accurate are the lookup tables?

Each solver is a lookup table over a finite input set — eight wire cases, 36 direction cases, 176 soundboard cases and eight calculator cases — cross-checked against three independent sources. The same input always returns the same answer. When a solver refuses to answer, that is deliberate: the panel state is ambiguous and needs re-reading.

Does it work for the Blind role?

Yes, and it is most useful there. The Blind player cannot see the bomb, so the solver lets them act on a teammate description without needing to picture the screen.

How is this different from a BOMBANANA! walkthrough?

A walkthrough explains modules before a run. These solvers answer for the specific configuration on screen during a run — which cable, which arrow, which key, right now.