BOMBANANA! Walkthrough
A useful BOMBANANA! walkthrough is a repeatable handoff, not a list of magic button presses. No public source provides a permanent answer key for every puzzle state โ and a walkthrough that invents one would break the moment a module changes. This page gives you the method that beats levels, plus the campaign structure to aim it at.

The 7-Step Module Handoff
Use this exact order on every module, every level:
- Confirm the role boundary. The handler (Blind) is the only player who touches the bomb. The manual reader (Mute) never guesses from a remembered answer. Say who owns the next action before the countdown gets loud.
- Scan before touching. Name the module and report the visible state in a consistent order โ number, color, direction, switch position, symbol, light, wire layout. If a detail is hidden, say "unknown" instead of filling the gap from memory.
- Make the description narrow. Give the exact facts the current rule branch needs, then stop.
- Translate the manual branch. The reader turns the rule into one action, one question, or one wait state. If the rule has multiple branches, ask for the missing fact instead of announcing every branch aloud.
- Repeat one final action. The bridge (Deaf) says the action back in the handler perspective; the handler answers yes or no. This repeat is the error check, not wasted time.
- Act and report the result. Only after confirmation: press, toggle, cut, move or wait. Immediately report what changed โ solved, unchanged, new light, new number, or failure. A changed module is a new state and needs a new callout.
- Record the progress boundary. At the end of a bomb, note what the build actually showed. Do not turn one observed route into a permanent official level count.
This order is intentionally slower than a speedrun. It gives a first team a way to locate the failure: bad scan, missing fact, wrong branch, changed wording, premature action, or bad progress note. Once one module goes down cleanly, shorten only the parts that are already reliable.
The Campaign: 30 Levels in Five Stretches
The full Campaign has 30 levels, with Endless and Custom modes outside the main route. Treat the campaign as a training curve rather than thirty bombs to memorize:
- Levels 1โ7: build a usable language. Cable, Direction, Calculator and the easier module pool. This is where you fix bad left/right language and short state packets before carrying them into harder levels.
- Levels 8โ15: descriptions and sequences get longer. Symbol, Piano and Soundboard enter; vague descriptions that cost two seconds on an early Cable become expensive when the team is holding a stage, color, Braille value, sound target or note sequence.
- Levels 16โ20: state integrity becomes the wall. Switch enters as a fixed Campaign problem at Level 16 โ partial information now fails whole panels.
- Levels 21โ30: Unconfirmed โ public sources have not mapped the final stretch in verifiable detail. The method above still applies; record what your build actually shows.
Demo Structure
The free Steam demo offers seven tiers of difficulty and roughly 2โ3 hours of play. Tier one is the standard cut-the-wire setup; by tiers four and five the math panels arrive โ odd/even, greater-than/less-than and directional challenges. The demo is a faithful training ground for the method above. For the hardest demo walls, see the level 5 walkthrough.
When You Are Stuck on a Specific Panel
- Module rules and procedures: module guide
- The full module list with evidence status: all modules
- Communication fixes when everyone knows the answer and you still fail: tips and tricks
Sources: bombanana.blog 7-step walkthrough, whisperofthehouse levels and campaign notes, Game8 demo impressions, bombananaguide.online 30-level FAQ.