Module · Switch

Switch Module

To do the Switch Module: freeze the starting pattern, label switches from one fixed corner, then follow the manual's sequence without changing perspective.

Confirmed on the official page: puzzle modules exist, players adjust module types in Custom mode, and only the mute monkey reads the manual. The switch module is the fourth module name consistently reported by players in the first week — a panel with switches/toggles whose allowed sequence the team must match to the manual.

What is confirmed

  • A switch/toggle module exists, reported by players as multi-state switches needing a specific pattern.
  • Wrong flips count as mistakes — mistakes matter in every mode (Custom lets you set the limit).
  • The blind monkey can interact with the bomb but cannot read labels or colours, so switch identity must be described by position.

Reporting template (our convention)

  1. Choose one fixed corner as switch 1 (this wiki's default: top-left of the panel as the deaf monkey sees it).
  2. Report states in reading order, row by row: “up, down, up, up”.
  3. The mute monkey reads the manual and returns which switches must change.
  4. The blind monkey flips only the named positions and confirms the resulting state.

Switch tutorial: a safe team loop

  1. Freeze the panel description before touching a switch; the deaf monkey records the starting state.
  2. Use one corner and one reading direction for every switch tutorial callout — never switch between player perspectives.
  3. Let the mute monkey compare the complete state with the manual and say the action back in position order.
  4. After each change, report the new state and stop if the result does not match the expected manual step.

Switch states and common reporting errors

A switch state should be described as a position plus a visible state, not as “the left one” or “the second switch” without context. This makes the guide usable when players change seats or when a panel is rotated. The exact state-to-action table remains not yet confirmed, so this tutorial improves communication without pretending to solve the module.

Solver stays off

The exact mapping between panel states, switch positions and manual rules is not officially published. A switch solver would need exact verified rules to be anything but a guess — per this wiki's policy, automation is only enabled for mappings that pass the verification gate. Until then the switch page is reference-first.

Status: reference only, solver OFF — consistent with the PRD requirement (switch module remains reference-first until production-verified).

FAQ

FAQ

Common questions about this topic.

How do I do the switch module in BOMBANANA!?

Choose a fixed corner, report each switch in row order as up or down, let the mute monkey check the manual, then flip only the named positions and confirm the new state.

Is there a switch module?

Players consistently report panels of switches in the game. Exact rules are not yet officially documented.

Why won't you build a switch solver?

The state→action mapping is unverified. Shipping a solver on guessed rules would produce confident wrong answers — worse than no tool at all.

How do I report switches to the mute monkey?

Fixed corner + reading order. This wiki's convention: top-left is switch 1, then row by row, saying “up/down”.

What does a switch tutorial cover?

It covers a repeatable report loop: freeze the starting state, name positions from one corner, let the mute monkey check the manual, then confirm every change.

How should I describe switch states?

Use position plus state in a fixed order, such as “switch 1 up, switch 2 down”. Avoid seat-relative left and right.

Is there a switch module solver?

No. The state-to-action mapping is not yet verified, so this page remains a reference guide rather than an automated solver.