View Campaign configurations →
Direct answer: The BOMBANANA guide and Campaign records explicitly name Cable, Color Slider, Direction, Calculator, Symbol, Piano, Soundboard, Switch, Maze, Morse, and Monkey-Says as defusal panels, with Chaos controls applying ongoing pressure. Each module needs a different state packet: identify the panel, report only its required current state, and turn the manual result into an action Blind can execute.
Which modules are explicitly recorded
This index uses the first fixed Campaign appearance of each named panel. A fixed appearance gives the team a predictable practice checkpoint, while Random Easy, Random Medium, and Random Hard slots can expose modules elsewhere. Chaos is an ongoing control pressure and should not be treated as the same kind of one-answer panel as a normal defusal module.
Color Slider, Maze, Morse, and Monkey-Says do not yet have focused rules pages with complete input fields or answer tables on this site, so those details remain to be confirmed. This table identifies panels, information types, and practice points; it does not replace the current in-game manual.
How the module types differ
Short-packet modules ask for a few fields and return one action. Cable uses the cable count to choose a rule set, combines it with the active light to find a target color, then converts that color into a physical position. Direction combines the LED with the center number or Braille value. These panels are compact, but a missing count or disputed perspective still makes a correct result unusable.
Stage-changing modules do not allow a first answer to carry into the second state. Calculator begins with an expression, then becomes an LED and shuffled-keypad lookup after that result is entered. The arithmetic result is not automatically the final key. Symbol also depends on the currently sounding shape and current stage, so the panel must be read again when the state changes.
Sequence and full-state modules preserve more ordered information. Piano returns a complete note sequence, Soundboard identifies the sounding button before resolving a 3×3 input, and Switch keeps four lights and four numbers together. Maze, Morse, and Monkey-Says involve a start, decoding, or stage memory, so one value without its context is not a complete call.
The workflow shared by every module
01 Name the panel: Give the module name and position before another conversation can cross into it.
02 Read the state: Report only the fields this module needs, preserving direction, order, and stage.
03 Resolve the rule: The manual side uses the complete current state and requests any missing field.
04 Translate the action: Turn a color, number, direction, or sequence into a position or input Blind can execute.
05 Read after input: Confirm one action, then treat any panel change as a new state.
Different modules should not share one reporting template. Cable needs a cable count while Direction does not; Calculator has a clear stage transition, while Switch must preserve eight ordered values. Reporting everything visible only creates noise. Identify the panel first, then send the state packet that panel actually needs.
Which modules have focused guides
Read the Soundboard Module guide for the sounding-cell input packet, nine grid positions, and a sourced example.
The Cable guide includes three- and four-cable rules and the conversion from target color to cutting position. The Direction guide covers the LED, Braille value, and shared perspective. The Calculator guide explains its two stages. The Switch guide contains the eight-value state, five image-consistent examples pending gameplay verification, and the check before Enter.
When the panel is known, open its focused page instead of remaining in this overview. Use the BOMBANANA manual workflow to learn how a lookup travels through the three roles, or the BOMBANANA guide when it is unclear whether the bottleneck is a rule or the relay. For modules without a focused page, follow the current in-game manual.
Why Chaos is handled separately
A normal defusal panel usually returns an answer after one rule lookup. Chaos controls continue demanding attention during the bomb. The Campaign introduces Slider Chaos at Level 4, Pressure at Level 6, and Alarm at Level 10; later levels combine several Chaos pressures. Handling one once does not make it irrelevant for the rest of the run.
An urgent Chaos state can interrupt the current action, but it should not turn an unfinished module into a vague memory. When the team returns to Cable, Direction, Calculator, Piano, or Switch, confirm the current progress again and reread the full state if the panel changed. Chaos changes priority; it does not replace the answer rules of defusal modules.
How to choose a practice level
Campaign Levels 1–7 build short packets with Cable, Color Slider, Direction, and Calculator. Levels 8–15 add Symbol, Piano, Soundboard, and more Random Medium modules, making descriptions and sequences longer. Levels 16–20 use Switch and Maze to test full-state integrity, while Levels 21–24 introduce Morse and Monkey-Says for decoding and stage memory.
Levels 25–30 lean heavily on Random Hard slots, so they do not have one repeatable button-by-button answer. When a module remains the bottleneck, return to its first fixed appearance instead of waiting for an easier random combination. Use How many levels are in BOMBANANA? for the full progression and the Level 5 page for the Calculator checkpoint.