DP 2026 · BOARDING SOONWINDOWS PC · SINGLE-PLAYER · ONLINE CO-OP

BOMBANANA MODULE · SPATIAL RELAY

BOMBANANA Maze guide

Turn three incomplete views into one route: select the correct numbered map, speak one A1–F5 coordinate system, and know exactly where to restart after a mistake.

The short answer

A reliable BOMBANANA Maze call starts with three facts, in this order: the Braille maze number, the red current-position coordinate, and the green destination coordinate. Mute uses the Braille number to choose one of the six maps printed in the manual, finds the two coordinates on that map, and returns a route as directions plus step counts.

Do not begin moving while the map number or either coordinate is uncertain. The checked manual capture shows six different 6-by-5 point grids. A route that is safe on map 2 may immediately hit a wall on map 5, even if the start and goal sound the same.

Assign each fact to one role

Blind: map number and current position

Report the Braille number that selects the manual map, then the coordinate of the red marker. That red marker is the current location, so it must be reported again when Mute asks for a position check.

Deaf: destination position

Report the green marker as the goal coordinate. The player guide describes this destination as fixed while the red current position changes during movement.

Mute: map selection and route

Open the Maze page, choose the diagram matching the Braille number, locate start and goal, then return a direction and distance that Deaf can relay to Blind.

Use one A1–F5 coordinate system

The Cosmo player guide recommends labeling the top-left point A1, then counting columns A through F from left to right and rows 1 through 5 from top to bottom. A number-number system can also work, but letters for columns make it easier to hear whether someone is naming a row or a column.

Original coordinate-practice schematic — not an in-game maze or a valid route. Use it only to agree that columns run A–F left to right and rows run 1–5 top to bottom.

The markers in this schematic are only a communication drill. They do not reproduce any of the six wall layouts. A useful packet would be: “Maze four. Current B2. Goal E4.” Mute must still open map 4 in the current manual before giving a route.

Run the solve as a closed loop

  1. Name the panel.Say “Maze” before sending numbers so Mute reaches the right manual page.
  2. Lock the coordinate origin.Confirm “A1 is top-left” once; do not change viewpoints midway.
  3. Select the map.Blind reports the Braille number and Mute points to that numbered diagram.
  4. Send both markers.Blind gives the red current coordinate; Deaf gives the green destination.
  5. Plan from the manual.Mute traces through the walls before signaling a direction or distance.
  6. Read back, then move.Deaf says the segment, Blind repeats it, and movement begins only after confirmation.
  7. Check the new position.After a segment, ask for the red coordinate again instead of assuming the cursor arrived.

Choose route packets your team can preserve

A complete route such as “right two, down one, left three” is fast when the relay is calm, but it is also easy to lose after a noise or Chaos interruption. For a new team, send one segment at a time: “Right two.” Blind repeats “Right two,” moves, and reports the new red coordinate. Mute then sends the next segment from the confirmed cell.

Once the team can preserve longer packets, two or three segments may be reasonable. The important rule is not packet length; it is that Mute and Blind always agree on the cell from which the next instruction begins.

Recover correctly after a wrong input

Both checked player guides warn that an incorrect Maze input returns the current position to the original start. Stop immediately. Do not subtract the failed move or continue from the cell you expected to reach. Ask Blind to report the red marker again, confirm the destination, and trace the route from the restored start on the same numbered manual map.

Wrong move→Full stop→Re-read red start→Rebuild route

If a Chaos task interrupts the route without a visible error, do not guess whether the last movement completed. The safe recovery is the same: request the current red coordinate and resume only from a position someone can presently verify.

Common Maze mistakes

Skipping the map number

Start and goal do not identify the wall layout. The Braille number must select the map first.

Mixing viewpoints

“My left” is fragile when players face each other. Coordinates first, then directions from the agreed bomb-grid orientation.

Sending an unconfirmed marathon route

A long route saves seconds only when every segment survives the relay. New teams should checkpoint the red marker.

Continuing after a strike

The expected position is stale after a wrong move. Return to the reported start and trace again.

BOMBANANA Maze FAQ

Which BOMBANANA role reports each Maze value?

Blind supplies the Braille maze number and red current position, Deaf supplies the green destination, and Mute uses those values with the matching numbered map in the current manual to plan the route.

What coordinate system should a BOMBANANA Maze team use?

A clear option is A–F from left to right and 1–5 from top to bottom, with A1 at the top-left. Say the convention before the first route so every role uses the same origin.

What happens after a wrong Maze move?

The player guides report that the current position returns to the starting cell. Stop the route, confirm the start again, and rebuild the instructions from that cell instead of continuing from the attempted position.

Is there one fixed route for every BOMBANANA Maze?

No universal route is supported by the checked sources. The Braille number selects one of six manual maps, and the route also depends on the current and destination coordinates. Use the map shown in the current in-game manual.

Sources checked

  1. BOMBANANA! on Steam ↗

    Official Lefto Studio listing used for the three-player format, Blind/Deaf/Mute role capabilities, modes, and release information.

  2. Cosmo’s all-modules player guide ↗

    Community guide containing v1.0.1 in-game manual captures plus player-authored Piano, Maze, coordinate, and communication notes. It is useful evidence, but not an official rules page.

  3. Player guide to Maze role responsibilities ↗

    Community guide used to cross-check which role supplies the red current position, green destination, map number, and route instructions, including the return-to-start behavior after an error.

  4. Official v1.0.2 update ↗

    Official patch notes checked for later rule changes. They mention matchmaking, difficulty balance, controller UI, lobby codes, sound, and voice chat, but do not document Maze or Piano mapping changes.