Field guide /MODULE GUIDE / SWITCH

BOMBANANA Switch Module Guide

Read BOMBANANA Switch rules by color order, follow two worked Demo examples, and avoid common callout mistakes. Includes video sources and version notes.

FOUR COLORS. FOUR NUMBERS.

Match the color order, then solve each switch. Keep all four color–number pairs in left-to-right order. Read the matching rule table, set each switch Up or Down, and check all four before pressing Enter.

Jump to the rule tables ↓
Demo reference. These tables and examples are based on Demo footage. Their applicability to the full release is still unconfirmed. Compare with your in-game manual before using them on a live bomb.

Read it. Match it. Check it.

  1. Read all four colors.

    Agree on left to right from the operator’s view. Name the panel if the bomb has more than one Switch module.

  2. Attach the four numbers.

    Use the same positions: “One: Red, eight. Two: Green, three…” Get all four values before solving. The Yellow rule needs the number at Red’s position.

  3. Match the whole color sequence.

    Find that exact sequence in the manual. A color can use a different rule in a different sequence; Red does not always mean odd/even.

  4. Give four explicit directions.

    Relay “One down, two down, three down, four up.” Keep the original number separate from the switch position and the answer.

  5. Check, then press Enter.

    Confirm the physical switches match the four decisions. Submit once, then check the module’s response before moving on.

Find your color order.

Read each sequence left to right. Up and Down mean the physical switch positions. “Red’s number” means the number under the red light, wherever that light sits.

Order A

1Red2Green3Blue4Yellow
Order A: when to set each switch Up or Down
Position / light↑ Up when↓ Down when
1 · RedOdd numberEven number
2 · Green1, 2, 6 or 93, 4, 7 or 8
3 · BlueGreater than 5Less than 5
4 · YellowGreater than Red’s numberLess than Red’s number

Order B

1Green2Blue3Yellow4Red
Order B: when to set each switch Up or Down
Position / light↑ Up when↓ Down when
1 · GreenGreater than 5Less than 5
2 · BlueOdd numberEven number
3 · YellowGreater than Red’s numberLess than Red’s number
4 · Red1, 2, 6 or 93, 4, 7 or 8

Order C

1Red2Yellow3Blue4Green
Order C: when to set each switch Up or Down
Position / light↑ Up when↓ Down when
1 · RedGreater than 5Less than 5
2 · YellowGreater than Red’s numberLess than Red’s number
3 · Blue1, 2, 6 or 93, 4, 7 or 8
4 · GreenOdd numberEven number
No matching condition? The captured manual does not explain equality for “greater/less than 5” or for the Yellow–Red comparison, nor does it confirm the allowed number range. Do not turn “less than” into “less than or equal to.” Check your current manual if your input falls outside a listed condition or color order.

Two boards, step by step.

Both examples come from Demo recordings. The diagrams show answers reconstructed from the tables; they are not interactive bomb controls.

EXAMPLE 1 / Stumpt · Demo

Three down. One up.

Use Order A. Keep these inputs together:

  1. Position 1Red8↓ Down
  2. Position 2Green3↓ Down
  3. Position 3Blue1↓ Down
  4. Position 4Yellow9↑ Up

Rule-derived result · positions 1 → 4

  1. 8 is even, so Red goes down.
  2. 3 belongs to Green’s 3, 4, 7, 8 group, so it goes down.
  3. 1 is less than 5, so Blue goes down.
  4. 9 is greater than Red’s 8, so Yellow goes up.
What the recording supports

The recorded callouts give these colors and numbers. After correcting the first switch, the team calls three down and the last up, then moves to Wires at about 30:48. This view shows the manual; it does not clearly show all four final switch positions.

EXAMPLE 2 / Cob · Demo v0.1.8 · All POVs

Switches 1, 3 and 4 up.

Use Order C. Keep these inputs together:

  1. Position 1Red7↑ Up
  2. Position 2Yellow3↓ Down
  3. Position 3Blue6↑ Up
  4. Position 4Green1↑ Up

Rule-derived result · positions 1 → 4

  1. 7 is greater than 5, so Red goes up.
  2. 3 is less than Red’s 7, so Yellow goes down.
  3. 6 belongs to Blue’s 1, 2, 6, 9 group, so it goes up.
  4. 1 is odd, so Green goes up.
What the recording supports

The rear Switch panel shows this color order, and the callouts give 7, 3, 6, 1. The rule-derived answer matches the later 1, 3, 4 position callout. At 07:33, the video shows Level 7 completed with zero mistakes. The final switches are small in the recording; the result diagram is a reconstruction, not a screenshot.

In the second recording, the bomb has two Switch panels. Follow the rear panel and keep its input separate from the other one. Captions can drift from the picture; watch the full sequence around the linked time.

Catch the mistake before Enter.

The colors match an old bomb. Can I reuse its answer?

No. A new number row can change the result. Match the color sequence, then evaluate every number again.

Which number does Yellow compare with?

The number at the red light. In Order B, that is position 4; in Orders A and C, it is position 1. It is not automatically the number next to Yellow.

We mixed up a number and a switch position.

Use separate messages: “Position two, Green, three” for the clue; “Position two, down” for the answer. If the mapping is lost, reread both rows before setting anything.

We got greater than and less than backwards.

Say the comparison in words. For example, Yellow 9 is greater than Red 8, so it goes Up in Order A. If the values are equal, this captured table does not supply an answer.

One person’s “up” was misunderstood.

Repeat the position and direction, then have the operator confirm the physical setting. Keep callouts consistent with your team’s communication method; do not change their meaning halfway through.

Enter did not clear the module. What should we check?

Check the panel identity, color order, number pairing, matching manual table and actual switch positions. Reread anything uncertain before another submission. If your current manual differs from this Demo reference, follow the current manual.

Know which version you’re reading.

The three tables were transcribed from the Switch manual and cross-checked against the manual visible in Stumpt’s Demo footage at 30:03. The second example uses Cob’s multi-view Demo recording, which displays v0.1.8.

These are source-based explanations, not our own playtest results. Full-release compatibility, unlisted inputs and the complete number range remain unconfirmed. Two examples do not test every branch of the tables.

For the wider communication flow, read the BOMBANANA manual guide. Explore other mechanics in the module directory or find campaign lineups in the level index.

Reference checked September 9, 2026. Demo scope is stated beside the rules and examples. About this independent guide.

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