What the Switch panel requires

Position schematic · first row of the source examples
Position 1Red · 4Down
Position 2Yellow · 3Down
Position 3Blue · 2Up
Position 4Green · 6Down

A source example, not a fixed answer for your run; current build untested. Source: Whisper of the House’s Switch example table, reproduced in the five examples below.

The panel holds two ordered rows: four light colors and four numbers. Both must be read as first, second, third, and fourth from left to right. The colors are not an unordered set, and a number cannot be detached from its physical position. The same four colors in a different order describe a different state.

A clean report sounds like: “Switch. Colors: Red, Yellow, Blue, Green. Numbers: Four, Three, Two, Six.” Wait until all eight values have arrived before resolving the row. Splitting the call into “Red four,” then “Yellow three” makes it much easier for colors, numbers, and positions to drift apart.

INPUT4 COLORS LEFT TO RIGHT + 4 NUMBERS IN THE SAME ORDER
OUTPUT4 UP/DOWN POSITIONS FROM FIRST TO FOURTH

What to confirm before Enter

  • All eight values arrived.
  • The left-to-right viewpoint is agreed.
  • All four Up/Down positions were repeated and set.
  • Confirm the complete row, then press Enter.

Blind sets positions one through four and repeats the complete output, such as “first Down, second Down, third Up, fourth Down.” After setting all four, inspect the physical row again from left to right. If one position is still disputed, the state is “three confirmed and one unresolved,” not “close enough to submit.”

Enter commits the complete switch row at once, so it must not be bundled into the final lever instruction and pressed early. The order is: receive the complete output, set four positions, check the whole row, confirm there is no dispute, then press Enter. An early submission turns three correct positions and one wrong position into one failed state.

Five examples consistent with the manual image

These five states are reported in a public guide and match calculations from the available manual image. They have not been independently verified in recorded gameplay on the same build. Check the current in-game manual and version before applying the rules. The first three share the same light order but use different numbers and produce different switch rows. That makes a remembered color order or a previous bomb’s Up/Down pattern unsafe; resolve the complete current state each time.

LIGHT ORDER + NUMBERSPOSITIONSSWITCH RESULT
Red / Yellow / Blue / Green — 4 / 3 / 2 / 61 / 2 / 3 / 4Down / Down / Up / Down
Red / Yellow / Blue / Green — 7 / 9 / 3 / 61 / 2 / 3 / 4Up / Up / Down / Down
Red / Yellow / Blue / Green — 1 / 4 / 3 / 61 / 2 / 3 / 4Down / Up / Down / Down
Red / Green / Blue / Yellow — 7 / 1 / 8 / 91 / 2 / 3 / 4Up / Up / Up / Up
Green / Blue / Yellow / Red — 7 / 2 / 4 / 81 / 2 / 3 / 4Up / Down / Down / Down

These five rows are source examples, not verified current-build answers or proof that every possible combination is covered. If the current panel is not listed, use the in-game manual rather than extrapolating from similar colors or numbers. Any unlisted combination remains to be confirmed.

For a state within the collected reference, the Switch lookup tool accepts the full light order and four digits. It supports only the listed color orders and returns no sequence when a comparison has no unique rule. A tool result is a manual-reference calculation, not a current-build gameplay verification; compare it with the in-game manual before Enter.

How to relay all eight values intact

01 Lock the direction: Everyone uses positions one through four from left to right.

02 Report colors: Say all four light colors without changing the order by brightness, preference, or viewing sequence.

03 Report numbers: Say all four digits and keep each one attached to the color in the same physical position.

04 Wait for the result: Do not move a switch or introduce another module before all eight values arrive.

05 Repeat the output: Return four Up/Down states explicitly as first, second, third, and fourth.

If only the final clear value was missed, ask to repeat the last item. If the disagreement may affect more than one value—for example, two digits may have swapped or the color order was interrupted—restart the full report from the module name. Repairing one isolated digit is unsafe when different players may be holding different versions of the rest of the state.

How to recover from a broken call

If the color report is interrupted, restart all four colors from the left. If one number is disputed, report all four numbers again. If nobody remembers which Up/Down answer belongs to which position, stop moving switches and rebuild the output from first through fourth. Do not trust a previous pattern just because the colors look familiar; the same light order with different numbers can produce different results.

If the panel does not clear after Enter, do not immediately repeat the old row. Read the lights and numbers currently displayed, check whether the panel changed, and treat it as a new complete state. If the eight values arrive correctly but the result still cannot be executed, use the BOMBANANA manual workflow to check the role relay and final action format.

Why Level 16 is the Switch checkpoint

Switch first receives a fixed Campaign slot on Level 16, alongside two Random Easy modules, Pressure, and Alarm. Level 17 keeps Switch while adding Random Medium and Slider. Level 20 combines Random Easy, Maze, and Switch with Pressure and Alarm. Preserving the full state becomes harder as more modules and interruptions are added.

If Level 16 still takes three or four complete rereads, Level 20 is not the place to learn the process. The checkpoint is one complete report producing one complete four-switch answer, followed by Enter only after every position is confirmed. Use How many levels are in BOMBANANA? for the Campaign route and the BOMBANANA guide for broader communication problems.