Module reference and cross-source name check
BOMBANANA! Puzzle Modules
Last updated: July 8, 2026
Puzzle Modules are the individual puzzles on a BOMBANANA! bomb — the wire panel, the keypad, the switch bank. Each bomb carries several at once, and you defuse the bomb by clearing every module before you run out of time or mistakes.
This page does three things a single guide usually does not:
- Separates the module names that hold up under verification from names that only appear on fan sites.
- Lists, per confirmed module, what it shows, what to call out and in what order, and the mistake that ends most runs.
- Gives you a read-order that holds up regardless of the exact answer table on any given bomb.
The confirmed-versus-unverified split below is this site's own cross-reference against the Steam listing and community reports, not a copy of any single fan-site list.
Module, level, bomb, and manual are four different things
Players use these four words in the same sentence, and mixing them up breaks a callout before anyone touches a wire. A module is one puzzle on the bomb; it is not a level.
| Term | What it means | Why the distinction matters |
|---|---|---|
| Level | A difficulty stage you select; harder ones stack more modules and tighter limits. | You pick a level, not the modules inside it, so plan for a mix. |
| Bomb | The whole defusal object for one round, carrying several modules at once. | "Defuse the bomb" means clear every module on it, not solve one puzzle. |
| Puzzle Module | A single puzzle component — wires, keypad, switches, directional pad. | This is the unit you call out and solve one at a time. |
| Manual | The reference the manual-holder reads to turn observed state into the correct input. | The module shows the state; only the manual says what to do with it. |
Two habits fall straight out of that table:
- Solve one module at a time, and confirm it is clear before starting the next.
- Name the module you are calling; colours or numbers with no module attached are useless to whoever is searching the manual.
Which module names are confirmed, and which are just online
Search around and you will find lists of seven or more named modules. The June 2026 demo supports far fewer than that, and telling the two apart is the point of this section. Use the confirmed names in your callouts, and describe the rest by what they show rather than by a name you cannot verify.
Confirmed in the June 2026 demo:
- Wires — the classic first module.
- Directional pad (D-pad) — a directional control with a centre value.
- Keypad / maths — also corroborated by name: Steam announcement notes reference a "Calculation Module," and Steam Community threads discuss its lights. This is the best-attested module, confirmed by both hands-on coverage and official notes.
- Switch panel — a bank of switches locked in with an enter press.
- Braille — confirmed, but as a value the Blind Monkey reads by feel inside other modules, not as a standalone module. A separate "Braille Code" module appears only on fan sites and is not corroborated.
Unverified — named on a fan site, with no demo or official corroboration:
- Password Cipher
- Sequential Activation
- Timer Sync
These three may turn out to be full-release content, or they may be guesswork presented as fact. If you meet a module that fits none of the confirmed names, describe what it shows rather than forcing it into a name you read online.
What each confirmed module needs from your team
For each module below, the useful part is not a secret solution — it is what the module shows, what information the team reads and in what order, and the specific mistake that ends the run.
Wires
Shows: a row of coloured wires with an indicator LED.
Read in order: (1) how many wires, (2) the colours left to right, (3) the LED colour.
The trap: assuming every wire module plays the same. A three-wire panel and a four-wire panel can follow different manual rules, so the count has to come first — lead with it or the manual-holder is on the wrong table.
Directional pad
Shows: a directional control with a centre value and an active LED.
Read in order: (1) the active LED colour, (2) the centre value (a number, or a Braille value the Blind Monkey reads by feel), then wait for the manual’s direction.
The trap: reusing an old reading after a wrong input. If the module changes state, the previous call is stale — read it fresh rather than acting on what was true a moment ago.
Keypad / maths (a.k.a. the Calculation Module)
Shows: a maths expression on a display, over a number pad whose digits are jumbled out of normal order.
Read in order: (1) the full expression, solved aloud, (2) whether the result is odd or even and, where it matters, above or below a threshold, (3) the LED colour — then wait for the manual’s target number.
The trap: two of them. The maths answer is often not the key you press, so wait for the manual’s final instruction; and because the pad is jumbled, you press the digit wherever it physically sits, not where it would live on an ordinary keypad. There is also a priority trap: a result can be both odd and greater than five at once, and the manual-holder — not the player at the bomb — decides which condition wins.
Switch panel
Shows: a bank of switches with a light-colour order along the top and a digit string.
Read in order: (1) the light-colour order across the top, (2) the full digit string, (3) each switch state in turn, repeated back as you go.
The trap: pressing enter with one switch still an unresolved 50/50. Enter locks every state in at once, so confirm all of them first; if an earlier switch is wrong, use your agreed go-back signal and revisit that exact switch instead of committing.
One cross-module note: any Braille value belongs to the Blind Monkey, who reads it by feel — nobody else can, so the team waits for that read instead of guessing the number.
One callout order works on every module
Whichever module you are on, the same callout order applies, and it is the discipline that separates a clean defuse from a scramble: module name and position first, then the module's state in the read order above, then wait for the manual answer, then repeat it back and confirm, and only then a single input. The reason the name goes first — the step beginners skip — is that the manual-holder is searching pages, not watching your module, so a state with no module label is noise to the one person who needs it.
That is the short version. For the full callout wording, reset phrases, and how to recover after a bad input, the Demo Callout Guide drills it, and the Manual Flow Guide covers how the manual-holder moves between pages under pressure.
Trust the read-order, not a memorized answer table
The most durable skill is the read-order for each module, not a "cut the blue wire on a red LED" lookup table — and there is a concrete reason to lean on process over a fixed key. The demo's in-game manual still carries blank pages, and with an August 2026 launch target, any exact state-to-input mapping can shift as those pages fill in. What each module shows and the order to read it is what stays steady across that change, so that is what this page commits to. A memorized answer table built on an in-progress manual would read as authoritative right up until it detonated the bomb. New teams should start with How to Play before treating modules as a study topic.