All BOMBANANA! Modules Explained: Cable, Direction, Calculator, Symbol, Piano, Soundboard, Switch, Chaos

BOMBANANA! bombs are covered in module panels, and each panel type has its own rule that only the manual (and therefore the mute player) knows. This page lists every module in the game, what information each one needs, and the lookup that answers it fastest.

Quick answer: identify the panel type, look up its rule in the manual, and convert the answer to a position plus an action. Cable, Direction and Calculator benefit most from solvers; Switch and Chaos punish stale answers.

Cable / Wire

Cable panels present several wires and a colored light. The rule maps the light color to which wire must be cut, and the blind player needs the position - 'third from the left' - not just the color name. The lookup returns a color; the relay has to convert it into a physical position before it is useful.

Direction (Braille)

Direction panels pair a braille marking with a directional answer. The blind player can read the braille by touch, which makes this module one of the few where the bomb handler can verify part of the answer directly. Agree on left/right vocabulary early - 'left' means different things to different teams, and this module is where that argument costs a run.

Calculator (Two-Stage Math)

Calculator panels need a two-stage computation: read the symbols, compute the result, then enter it. The danger is the relay losing the second stage - give the full answer as one instruction, or nod each stage separately, before the blind player starts pressing.

Symbol Matching

Symbol panels show a shape and ask which of the visible symbols matters. The rule maps a symbol to its meaning; the lookup question is 'hearing a symbol but not knowing which shape counts'. Keep symbol names physical - 'the triangle', 'the closed circle' - not 'the weird one'.

Piano (Note Sequence)

Piano panels pair braille and a light with a note sequence. The answer is an order, not a single value, so state it as a numbered list: 'first A, then C, then E.' Sequence answers are the most relay-sensitive in the game.

Soundboard (3x3 Pattern)

Soundboard panels show a sounding button and its 3x3 pattern. The blind player needs row-and-column positions. 'Middle row, right column' survives a relay; 'that button near the corner' does not.

Switch and Switch Chaos

Switch panels keep four lights and four numbers straight before the Enter press. Switch Chaos keeps interrupting the solve by changing panel states mid-answer, so every input invalidates the previous lookup. On Chaos panels the deaf player must re-read the panel after every single action.

Late Campaign Modules: Morse and Monkey-Says

Morse becomes a fixed campaign problem at Level 21, and Monkey-Says follows at Level 23. Both arrive in the random-hard stretch of the 30-level campaign, so do not expect a gentle tutorial - if your team reaches level 20 with a slow relay, the last stretch will expose it.

FAQ

What modules are in BOMBANANA?

Cable/Wire, Direction (braille), Calculator, Symbol matching, Piano (note sequence), Soundboard (3x3 pattern), Switch, Switch Chaos, plus Morse from Level 21 and Monkey-Says from Level 23.

What is the hardest module in BOMBANANA?

Switch Chaos is the most run-ending because it changes panel states mid-solve, invalidating previous answers. In the late campaign, Morse at Level 21 onward is where slow teams hit the wall.