BOMBANANA! Beginner Guide: Roles, Modules and 30 Campaign Levels
A practical first-session guide to finding a team, the three roles, manual handoffs, core modules and the 30-level Campaign in BOMBANANA!.

You probably blew up on your first BOMBANANA! run. It usually is not because you pressed the wrong button. It is because three people each knew a piece of the answer and nobody passed it to the right person. So remember one line first: Blind touches and operates, Deaf watches and talks, Mute reads the manual. Lock that in, then start learning modules.
Sort out the three roles
Blind Monkey: the one who acts
Blind can feel the modules and does every cut, press and switch. But you cannot see colors or screen text. So your job is not to guess. Your job is to perform an action that has already been confirmed. If the instruction is not finished, keep your hands off the panel.
Deaf Monkey: the one who passes it on
Deaf can see the bomb and can talk, but cannot hear teammates. You are watching both the bomb and Mute, so this is the easiest seat to drop information from. Do not just shout a color or a number. Say which module, where it is, and what state it is in.
Mute Monkey: the one who checks the manual
Mute can read the manual and knows what each state calls for. But you cannot speak. Once you find the answer, put the manual down and give Deaf one clear conclusion using a signal you agreed on. Do not search the pages and gesture at the same time. Nobody can read that.
None of the three can cover for another. Blind cannot see the whole picture, Mute cannot touch the bomb, and Deaf cannot hear a confirmation. That chain is the whole difficulty. It is not a game about one player carrying the team.
Get three players in the same lobby
The Steam version is fixed at three players. You cannot start with fewer. If you cannot find two more, you have three options:
- Matchmaking. The v1.0.2 update on 10 September 2026 added matchmaking, so you can queue alone and the game fills the rest of the run for you.
- Public lobby browser. The game has a server list. Browse public rooms and join one. You do not need to add each other on Steam first.
- Room codes. Open your own room and send the code to your friends. After v1.0.2 you can hide and reveal the lobby code whenever you want, which helps when you are streaming or recording.
First time with strangers? Spend ten seconds on two things: who plays which role, and what signal means “wait”. Random teammates do not know your habits, and this step matters more here than in a fixed group.
Microphones work the same way. Two of the three roles need to talk, and Mute Monkey is not allowed to speak. So playing Mute does not need a microphone. If only two people in your group have one, make the third player take Mute every time.
Four things to settle before the countdown
- Fix left and right. Use Blind’s view of the bomb as the reference, and test it once on the first bomb.
- Agree on three signals. At minimum: “wait”, “you can go”, and “that was wrong”. One gesture should only ever mean one thing.
- Set the reading order. Deaf calls the module name and position, Mute opens only that manual page, and Blind locates the panel without touching it.
- One action at a time. “It should be” does not count. Turn it into a concrete command, like “top-right module, cut the second blue wire”.
Use the same handoff chain for every module
Learn this as your standing phrase:
Module → position → current state → manual result → Deaf repeats → Blind acts → result
Take wires. Deaf should say: “top right, four wires, left to right green, blue, red, yellow, indicator is red.” Mute checks the wire count and indicator, then gives one clear gesture. Deaf says: “top right, cut the third red wire.” Only then does Blind move. After the cut, Blind reports whether the module cleared, and the team moves on.
Why the extra loop? Two reasons. If you call the answer before the position, a correct answer can land on the wrong panel. And if you skip the repeat, Mute’s gesture can turn into a different action by the time it reaches Blind.
Four early modules and how to handle them
Wires (Cable / Wire)
Report four things: how many wires, which side you start counting from, each wire’s color, and the indicator color. Cutting is not reversible, so one slip costs the run. If your team keeps arguing about the second wire versus the third, the problem is not speed. You never fixed a left-to-right numbering.
Direction or color slider
First agree on whose left and right you mean. Then report the lights and whatever number or Braille detail Blind can feel. The manual may say left, but if Deaf describes it from their own viewpoint, Blind will still press the wrong way. Calibrate once on the first bomb and do not switch mid-run.
Calculator
Do not report only the final number. Deaf should call the current expression, the indicator and the panel location. Mute checks and gives the next digit. Blind enters one digit and reports the feedback each time. The trap here is that one input can change the state, so last round’s answer does not carry over.
Switches
Read the indicator and every switch position first, then find the target state. Blind moves one switch, immediately reports the new state, and waits for Mute to confirm the next one. Once everything matches, treat Enter as its own separate step instead of tacking it onto the last switch.
After an explosion, do not just say “again”
Work out which kind of mistake it was:
- Rule error. Mute used the wrong manual row, which usually means the state was not reported completely.
- Relay error. Deaf understood the answer but said the position, direction or order wrong.
- Execution error. The instruction was clear and Blind still touched the wrong control.
- Attention error. Everyone knew the rule, but another module or Chaos stole the focus.
If the same mistake keeps coming back, go practise that one module. If every failure has a different cause, the level is adding combined pressure, so stop scrambling the roles after a single loss. Rotate seats every few runs so you can tell whether you are stuck on rules, relay or hands.
What actually counts as learning it
Not “we happened to clear that one”. It is when the next bomb appears and all three of you can say: who calls what first, which inputs the manual needs, and what Blind does last. If nobody can explain how a module went from pending to cleared, that win was probably a guess. Push further and the problem just gets bigger.
How to move through the 30 Campaign levels
The Steam Launch Features announcement confirms 30 handcrafted Campaign levels, plus Endless and Custom. Custom lets you adjust bomb difficulty, the explosion timer, module types, environmental hazards and how many mistakes are allowed, so it is the tool for drilling a single module. Do not treat Campaign as an answer-key race. Each level is there to teach one new way of handling information, so move up only once the process holds.
| Stage | Levels | What appears | What to focus on |
|---|---|---|---|
| Foundation | 1–3 | Cable, Color Slider and both together | One color order, one module position, one action at a time |
| Early pressure | 4–7 | Direction, Calculator, Random Easy, Slider/Pressure | Fix the viewpoint and keep the same callouts under random sets |
| Mid game | 8–15 | Symbol, Piano, Soundboard, Random Medium, Alarm | Keep symbols, notes and numbers bound to the right panel |
| High pressure | 16–20 | Switch, Maze and more random modules | Hold several states, confirm start and target before acting |
| Memory | 21–24 | Morse, Monkey-Says, sequences and interruptions | Record the order and resume after a break |
| Endgame | 25–30 | Random Hard and multiple Chaos effects | Tell “I don’t know this module” apart from “I got distracted” |
Levels 1–7: make the basics automatic
Level 1 is Cable only. Level 2 adds Color Slider. Level 3 puts both on the same bomb. Level 4 adds Direction and Slider Chaos. Levels 5 and 6 add Calculator and Pressure. Level 7 becomes four Random Easy modules.
Do not watch the clock at this stage. Watch whether the team can reliably say module, position, state and action. If you keep failing on the same basic module, drill it in Custom instead of hiding the problem behind a higher level.
Levels 8–15: more modules, and memory starts deciding runs
Level 8 brings Symbol, level 9 brings Piano, level 11 brings Soundboard. Level 10 already puts Symbol and Piano on the same bomb. Levels 12–15 mix Random Easy and Random Medium while Pressure, Slider and Alarm rotate in.
The goal here is not memorising every answer. It is giving the same symbol or the same sequence the same short name. If Symbol has to be renamed every time, practise one consistent label. If Piano always breaks on the last note, have Mute record the order. If the random modules themselves are unfamiliar, go back to Custom.
Levels 16–20: Switch and Maze make you hold a full state
Level 16 puts Switch into Campaign for the first time. Level 18 brings Maze. Level 20 stacks Random Easy, Maze, Switch and Pressure/Alarm together.
Run Switch as: read everything, check the manual, flip one, report the new state. For Maze, fix the start and the target before anyone moves. Neither one survives guesswork.
Level 20 is a checkpoint. Even if a lucky combination carried you through, you should still be able to explain Switch’s target state and the Maze route. If you scraped through in the last seconds, the next level will likely expose it.
Levels 21–24: sequence modules lose old information
Levels 21 and 22 bring Morse. Levels 23 and 24 bring Monkey-Says.
In community testing, the Morse chain runs like this: Deaf watches the flashing numbers, Blind gets the dot-and-dash information, and Mute records the digits and passes them back. That is player experience, not official manual text. Every record needs the module position and the order number, or one interruption in the second module shifts everything before it.
Levels 25–30: Random Hard and Chaos at the same time
The last six levels mostly use Random Medium and Random Hard, stacked with Alarm, Pressure and Slider. There is no fixed button order to memorise, because the random modules change.
When you fail, work out which it was: you did not know the module, or you knew it and Chaos broke your focus. The first goes back to module practice. The second means practising pause, repeat and recovery.
When to replay and when to push on
- Same module and same relay mistake over and over: replay the level, or drill it in Custom.
- Three failures with completely different causes: the level may just be adding pressure, so keep going.
- You won by luck and nobody can explain how: replay once to confirm it was not a guess.
- One obvious misclick and everything else was clear: note the cause and continue instead of dropping back to level 1.
Sources and limits
The three-player rules come from the Steam store. Matchmaking, the server browser and room codes come from the v1.0.2 update. The no-microphone role comes from the official Bombanana! FAQ. Handoff advice for wires, direction, calculator and switches is based on collected community material; check the exact tables against the current in-game manual.
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