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ModulesChecked: September 2026 (v1.0.1)

BOMBANANA Math Module

The math module — also called the calculator or numpad — is the panel where most teams lose the most time. It is also the first module in BOMBANANA whose state changes mid-solve, which is why it first appears around Campaign level 5 and catches teams out on level 5.

What the panel shows

An expression to solve, an odd/even outcome, sometimes a greater-than / less-than threshold, an LED colour, and a scrambled keypad.

The callout

  1. The Deaf Monkey reads the full expression and solves it out loud.
  2. They flag whether the result is odd or even, and — where it matters — whether it is greater than or less than a threshold.
  3. They call the LED colour.
  4. The Mute Monkey uses the manual to pick the actual key to press.

Two things catch people out:

The priority trap

A result can be both odd and greater than five at the same time. The Blind Monkey should never pick which condition wins on instinct. The Mute Monkey, holding the manual and the LED colour, decides the branch. The handler only reports the full state and waits — something like: "Result is 67, odd, greater than five, yellow LED. Waiting for the final number."

Mid-solve state

Because the arithmetic result and the later LED-based decision are not the same moment, after any input everyone watches the panel before another answer moves through the team. If a press advanced the module, the previous values are discarded and the new state starts clean.

What is still unconfirmed

The manual's branch table — which condition maps to which key for which LED — has not been verified for the release build. This page covers reading and calling the panel; the lookup is still being confirmed.

See also the bomb manual and the Chaos hazards guide.

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