View Campaign configurations →

Direct answer: BOMBANANA is not solved by one player working alone. Blind, Mute, and Deaf must turn incomplete information into one action that Blind can perform. A new team should agree on roles and callouts, then identify the module, preserve its current state, look up the answer, repeat the physical action, and reread the panel after every input. The full Campaign has 30 levels, with Endless and Custom available outside the main route.

How to start your first run

Put all three players in a private lobby and assign roles before the timer begins. Agree on one left-to-right perspective and define signals for yes, no, wait, repeat the last value, and restart the whole call. Finish one module conversation before opening another so that two incomplete state packets do not compete for attention.

Name the module before reporting its values. Once the manual produces an answer, convert that result into the physical action Blind must perform instead of forwarding a color, number, or symbol without context. Blind should repeat the final action before committing it, then read the panel again because a successful input can make the previous state obsolete.

How Blind, Mute, and Deaf divide the work

Blind Monkey

You can’t see the bomb, but you can touch the bomb! 👍 Sadly, you can’t see colors or read screens. You’ll need to rely on your teammates for the rest.

Mute Monkey

You are the only one who can read the bomb disposal manual. If only you could tell the others what you know.

Deaf Monkey

You can see the bomb and you can see your friends as they frantically gesture at you. Sadly, you can’t hear a thing, but at this point, would you even want to?

Blind physically handles the bomb and reads the tactile or panel information available to that role. Mute holds the defusal manual but cannot speak, while Deaf can see and speak but cannot hear teammates. Those limits create the game's information chain, and removing one role breaks the complete three-player workflow.

A correct lookup is therefore only part of the solve. Mute must express the manual result in a form Deaf can understand, and Deaf must relay an instruction Blind can act on without losing order, direction, or stage. If the same kind of information disappears across several modules, fix the role relay and consider rotating roles between runs.

What to do when a module appears

Different modules need different state packets. Cable needs the cable count, active light, and left-to-right color order; Direction combines its light and Braille state with a perspective problem; Calculator changes jobs after the raw result is entered. Use the dedicated Cable guide, Direction guide, or Math module guide once the panel is known.

Other modules include Symbol, Piano, Soundboard, Switch, Maze, Morse, and Monkey-Says. Longer modules make order and state integrity more important, and Switch in particular depends on keeping four lights and four numbers together before Enter. The Switch guide owns that workflow; modules without a dedicated rule page do not receive an unconfirmed answer table here.

How to progress through the 30-level Campaign

Treat Campaign as a training curve rather than 30 bomb layouts to memorize. Levels 1–7 establish short state packets and relay discipline, Levels 8–15 introduce longer descriptions and sequences, Levels 16–20 emphasize complete states, and Levels 21–24 bring in later modules. Levels 25–30 rely more heavily on Random Hard slots, so the final stretch tests whether the team can preserve its procedure while the mix changes.

When one module consumes most of the timer, return to its first fixed Campaign appearance for cleaner practice. Switch first appears in a fixed slot at Level 16, Maze at Level 18, Morse at Level 21, and Monkey-Says at Level 23. Use the level-count overview for the progression summary and the Level 5 page for that checkpoint.

When to choose Campaign, Endless, or Custom

Start with Campaign because its progression exposes weaknesses in rule knowledge, state preservation, and relay discipline one step at a time. Endless makes more sense after the basic procedure works and the team wants to test how long it can maintain that procedure. Custom is for practice with more control over the setup; use the current in-game menu for the available options.

The choice is straightforward: use Campaign while learning modules, Endless for sustained execution, and Custom for a chosen practice setup. Changing modes does not replace diagnosis. An unresolved bottleneck will simply return inside a different combination.

How to diagnose a failed run

One explosion may be a misclick, missed warning, or forgotten value; the same failure twice is a pattern worth isolating. Separate four cases: the team does not understand the rule, knows the rule but cannot turn it into a physical input, keeps using an old answer after the panel changes, or knows the answer but loses it in the role relay. The next attempt is useful only when the team knows which case it is changing.

Open the matching module guide when the panel rule is unclear. Fix action language when a correct color or value cannot tell Blind what to touch, reread the current state when a module advances, and repair the agreed signals when a correct answer repeatedly disappears between players. Change one concrete convention before retrying so the next run tests something new.

Where to go next

If the current panel is already known, move directly to its module page. For player count and lobby preparation, use the online guide and two-player answer; for the wider reference route, use the BOMBANANA manual. This guide identifies whether the bottleneck belongs to roles, modules, progression, or mode choice, while the dedicated pages own the detailed answer.