BOMBANANA!

Updated 2026-08-16

BOMBANANA Common Mistakes

The top five mistakes end runs in a single decision. Five quieter ones erode the crew over a session. Fix the first five before chasing speed.

Top 5 mistakes

Typing the math result as the final key.

Why it kills the run: The Numpad / Math module can have two stages: a raw result may be entered first, and a final digit is selected from the manual afterwards. Treating them as one step sends the wrong key.

Fix it: Separate the stages. Enter the raw result only when the run requires it, wait for the new LED, then let Mute pick the manual final digit.

Wrong

"Result is 27, so press 27."

Right

"Result 27, odd, green LED. Waiting for the final number."

Reusing an old callout after a wrong input.

Why it kills the run: A wrong input can change the LED, the number, or the stage. The old callout no longer describes the module, so every later decision is built on stale data.

Fix it: Call full stop, re-read the whole module from its name and position, and only then start the manual lookup again.

Wrong

"The old answer still works."

Right

"Full stop. Re-reading: Wires, four wires, left to right..."

Pressing Enter with an unconfirmed switch.

Why it kills the run: Enter locks every switch state at once. A single guessed switch can sink the entire panel even when the rest are correct.

Fix it: Read every digit one by one, confirm each switch state, and only press Enter after the crew agrees all are set.

Wrong

"One switch is a 50/50, but Enter now."

Right

"All switches confirmed. Now Enter."

Guessing braille instead of waiting for Blind.

Why it kills the run: Only Blind Monkey can read braille by feel. Any other role guessing the dots replaces the sole source of truth with a guess.

Fix it: Stop the callout and ask Blind for the braille number. No other role touches the dots or reports the value.

Wrong

"The dots look like 3."

Right

"Blind, read the braille number."

Calling two modules at once.

Why it kills the run: The manual holder gets two interleaved reports and matches the wrong facts to the wrong module. The shared callout loop can only carry one module cleanly.

Fix it: Solve one module at a time. Announce cleared, then start the next callout from its module name.

Wrong

"Numpad says 52 minus 25, and Switches show 8972."

Right

"Numpad first. Solve it. Clear. Then Switches."

Also kills runs

Cutting or pressing before the final confirmation.

Fix: nobody cuts, presses, or types until the instruction has been repeated back once. One confirmation, then one action — never act while the manual holder is still thinking.

No go-back gesture.

Fix: agree on a rewind signal in the lobby before the first run. When one switch is wrong, the crew needs a clear way to say "revisit that exact position" instead of mashing Enter.

Starting with only two players or public matchmaking.

Fix: always lock in the fixed three-player crew — Blind, Mute, and Deaf are all required. Two-player attempts and random lobbies skip the pre-game signal agreement that every module depends on.

Using external voice to bypass the role limits.

Fix: keep the intended role channels. Playing Mute with open voice chat removes the entire puzzle — the miscommunication is the game. Respect each role's limits even when an easier channel exists.

Never rotating roles, so one player burns out.

Fix: rotate seats every few runs. Mute carries the heaviest mental load, and a crew where everyone has played all three roles communicates faster than one with a permanent "expert" per seat.

FAQ

Which mistake should a new crew fix first?

Calling two modules at once. One clean module loop is the foundation for every other fix.

Do mistakes get punished more on later levels?

Community sources say early campaign levels are strict and later levels allow more mistakes, but the cleanest habit is to treat every wrong input as run-threatening.