Beginner Guide
This guide takes a new three-player team from the lobby to its first confirmed input. BOMBANANA! version 1.0.0 has 30 campaign levels and 14 modules, but the same communication loop applies throughout the game: describe, look up, signal, call out, act, confirm.
Before you start
1. Put exactly three players in the same lobby
The standard game uses three fixed roles. Do not start until every player knows which role they have and what information that role can access.
- Blind locates and operates the bomb by touch. Blind also reads Braille information that the other roles cannot access.
- Deaf sees the bomb and speaks the team's callouts, but cannot hear spoken corrections.
- Mute holds the defusal manual and answers through gestures instead of speech.
2. Complete the in-game tutorial book
Do this before attempting a live level. It introduces the display, role restrictions, manual, gestures, and module interaction. Use the game's own voice and gesture systems so the tutorial's communication restrictions remain intact.
3. Agree on a small gesture vocabulary
Mute and Deaf should agree on these signals before the timer begins:
- yes / confirmed
- no / wrong page
- wait / do not act
- go back / repeat the observation
- numbers needed by the current manual table
- a separate “ready to act” confirmation
Do not invent a new gesture while a timed module is active. If Deaf cannot interpret a signal immediately, stop and repeat it.
4. Use one reporting order
Start every report with the module name. If the bomb contains similar modules, add its position. Then report the active light, current stage, and readable screen information in the same order every time.
Example structure:
“Cable, top left. Four connected cables. Green active light. Colors left to right: red, green, blue, yellow.”
The exact details required depend on the manual table. The fixed structure prevents Mute and Deaf from opening different rules.
Your first defusal, step by step
Step 1: Read the shared limits
Before anyone touches a module, check the bomb display. Say the remaining time and mistakes aloud so the whole team knows how much room it has to verify an answer.
Step 2: Deaf names the active module
Deaf identifies what is visible on the bomb and says the module name first. Then Deaf reports its position, light color, stage, and any visible screen state needed by the manual.
Step 3: Blind supplies touch-only information
If the module uses Braille, Blind reads the Braille number or pattern by touch and says it aloud. Do not ask Deaf or Mute to guess information that only Blind can access.
Step 4: Mute finds one manual result
Mute opens the matching instruction and combines the reported information with the manual table. Signal the resulting input—not the entire rule—to Deaf. Use a second, distinct gesture to confirm that the signal has been understood correctly.
Step 5: Deaf gives one short instruction
Deaf translates Mute's signal into a single actionable phrase, such as:
“Cut cable two. Wait for confirmation.”
Avoid explaining several possible branches. Blind needs one current instruction, not the reasoning tree behind it.
Step 6: Blind repeats, acts once, and stops
Blind repeats the exact action, waits for confirmation, performs one input, and stops. Do not chain multiple cuts, button presses, or switch changes unless the module explicitly requires a sequence that has already been confirmed.
Step 7: Confirm the result
After every input, check the current-stage indicator, total-stage progress, or error feedback. A completed stage is not necessarily a completed module, and a completed module is not the whole bomb.
Step 8: Keep Chaos modules under control
Pressure, Slider, and Alarm are Chaos modules. They are managed repeatedly while the team solves the rest of the bomb; they do not finish like normal defusal modules. Assign one player to watch or service the active Chaos module and announce when the team must pause another puzzle.
The callout loop to practise
- Deaf: module name, position, light, stage, visible state.
- Blind: any Braille or touch-only value.
- Mute: looks up the matching manual row and signals one result.
- Deaf: says one unambiguous action.
- Blind: repeats the action.
- Mute or Deaf: confirms.
- Blind: makes one input.
- Team: checks progress or error feedback.
Cable example
- Deaf says “Cable,” its position, how many cables are connected, the active-light color, and any cable order the manual requires.
- Mute matches the cable count and active light to the manual and gestures the selected cable position.
- Deaf says “Cable two.”
- Blind repeats “Cable two,” waits for confirmation, cuts once, and stops.
- Deaf checks whether the module or current stage advanced before starting another callout.
For every module's required information, use the complete Modules guide.
Common first-session failures
- Starting an observation without the module name.
- Overlapping callouts and creating two current instructions.
- Skipping Blind's Braille reading on modules that require it.
- Mute gesturing the whole rule instead of one result.
- Blind making several inputs before the team checks feedback.
- Mistaking a completed stage for a completed module.
- Ignoring Pressure, Slider, or Alarm while solving another puzzle.
First-run checklist
- Exactly three players are in the same lobby.
- Everyone completed the tutorial and understands their sensory restriction.
- Mute and Deaf agreed on yes, no, wait, repeat, numbers, and confirmation gestures.
- The team will say module name and position before module details.
- Blind will repeat every instruction and make one input at a time.
- Someone will monitor active Chaos modules.
- Everyone will check progress or error feedback after every input.
Beginner FAQ
Can you play BOMBANANA! solo or with two players?
The standard game is built around exactly three complementary roles: Blind, Deaf, and Mute.
Who reads Braille?
Blind reads Braille through touch and reports the value. It is information the other roles cannot directly access.
Does finishing one stage complete the bomb?
No. Watch both the current module's stage indicators and the bomb's overall state. The team must solve every required normal module while keeping active Chaos modules controlled.
How many modules and campaign levels are in version 1.0.0?
The verified version 1.0.0 reference lists 14 modules and 30 campaign levels.
Where are the actual module instructions?
Use the Bomb Modules guide alongside the in-game manual. The module page explains what each role must report and do; the current in-game table remains the authority for the exact result.
What PC does the game require?
See the BOMBANANA! system requirements for the minimum and recommended Windows specifications.
Sources and version
Checked September 5, 2026 against BOMBANANA! version 1.0.0 reference material:
- Beginner guide based on the official tutorial text
- Roles and communication workflow
- BOMBANANA! on Steam
This is an independent fan guide. Later game patches may change module behavior, level counts, or interface details.
