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Switch Module

Switch is the first Hard module, and it’s hard for a different reason than the ones before it. There’s no sound to find and no long melody, but there’s a lot of state: every switch in the row has its own light color and its own Braille number, and every one of them needs to end up in the right position before the row is submitted. One wrong switch, or one switch read in the wrong order, and the whole submission fails. It first appears on Level 16.

Module Switch
Type Standard defusal module
Difficulty Hard
First appears Level 16
Named in levels 16, 17 and 20; can also be rolled in Random Hard slots
Clues A light color and a Braille number for each switch, read left to right
Answer Up or down for every switch, then Enter
Who acts Blind Monkey sets the switches and submits

How the Module Works

The module has a row of switches – guides describe four. Each position has a light color, which the Deaf Monkey can see, and a Braille number, which only the Blind Monkey can read. The manual uses these colors and numbers to say whether each switch should be up or down. One guide describes the manual as having several tables, with the order of the colors deciding which table applies, and then conditions that set each switch: up if the condition is true, down if it’s false.

The important rule is about timing: you set the whole row, check it, and only then press Enter. Submitting is a single action at the very end, not something done after each switch.

Pair every light with its Braille number. “One: red, Braille two” is a usable clue. A list of four colors followed later by four numbers invites the team to pair them wrongly.

Who Does What

Role Job on Switch
Deaf Monkey Reports the light colors left to right, pairs them with the Braille numbers, relays up/down for each switch
Blind Monkey Reads the Braille number at each position, sets every switch, submits
Mute Monkey Finds the right table and works out up or down for each switch

Step-by-Step Relay

  1. Fix the numbering. Switches are numbered 1 to 4 from left to right, and that orientation doesn’t change for the whole module.
  2. Collect the pairs. For each position, the Deaf Monkey calls the light color and the Blind Monkey reads the Braille number: “One: red, Braille two.”
  3. Read the full row back. The Deaf Monkey repeats all four pairs in order before anything moves.
  4. Look up the row. The Mute Monkey uses the colors and numbers to find the up/down state for every switch.
  5. Set switches one at a time. “Switch one: up.” The Blind Monkey repeats, sets it and says “done”.
  6. Verify the whole row. Once all four are set, read the row back – “up, down, down, up” – and let the Mute Monkey confirm.
  7. Submit once. Only after verification does the Blind Monkey press Enter.

Callout Script

  • Deaf “Switch. One: red. Blind, Braille on one?”
  • Blind “Braille two.”
  • Deaf “One: red, two. Two: blue…” – and so on to four.
  • Deaf “Full row: red two, blue five, green one, yellow three. Mute?”
  • Mute Signals up or down for switch one, then each of the others.
  • Deaf “Row set: up, down, down, up. Mute, confirm?” – nod – “Blind: Enter.”

Keeping the State Safe

Switch carries more information than any module before it, and Chaos doesn’t wait. On Level 16 it shares the bomb with Pressure and the Alarm; on Level 17 with the Alarm and the Chaos Slider. If an interruption hits halfway through, the team has to know exactly which switches are already set.

  • Give the row to one owner – usually the Deaf Monkey – who keeps the list and the current progress.
  • After an interruption, ask “which switch is next?” instead of trusting memory.
  • If you’re unsure whether a switch was moved, the Deaf Monkey can check its position on screen before continuing.

Common Mistakes

  • Submitting after each switch. Enter comes once, after the whole row is set and verified.
  • Changing the orientation midway. If “switch one” was the leftmost at the start, it stays the leftmost.
  • Separating colors from numbers. Report them as pairs, position by position.
  • Using a copied lookup after a patch. Mappings can change between versions. The in-game manual is the authority.
  • Guessing Braille. Every number has to come from the Blind Monkey’s reading.
  • Losing progress to Chaos. Confirm which switches are set before you continue.

Where You’ll Meet It

Level Timer Modules Chaos
16 4:00 2 × Random Easy + Switch Pressure + Alarm
17 4:00 Random Easy + Random Medium + Switch Alarm + Slider
20 5:00 Random Easy + Maze + Switch Pressure + Alarm
25 and later Varies Can be rolled in Random Hard slots Varies

Guides treat Level 16 as the practice anchor for this module: it’s the simplest bomb that contains Switch, so it’s the place to fix your procedure before Maze joins it on Level 20.

Practice Checklist

  • Switches are numbered left to right, and the orientation never changes.
  • Each position is reported as a color + Braille pair.
  • The full row is read back before any switch moves.
  • Switches are set one at a time, each confirmed.
  • The completed row is verified before Enter.
  • One player owns the row’s state during interruptions.

FAQ

When do we press Enter on the Switch module?

Only once, after every switch is set and the whole row has been read back and confirmed. Submitting after each switch is a common mistake.

What clues does each switch need?

Its light color, called by the Deaf Monkey, and its Braille number, read by the Blind Monkey.

Why is Switch rated Hard?

Because of the amount of state: every switch has two clues and one required position, and all of it has to be correct at the moment of submission.

Where does Switch first appear?

On Level 16, with two Random Easy modules, Pressure and the Alarm.

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