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BOMBANANA Deaf Monkey guide
Deaf Monkey — quick answer
You cannot hear a word, but you see everything: the bomb's state, Blind's actions, and Mute's gestures. Your job is to keep your eyes moving between those three things and speak up the moment what you see stops matching what the team expects.
- You can see the bomb and your teammates' gestures; you cannot hear.
- You may talk — you are the only role that both sees the bomb and can speak freely.
- Audio callouts from teammates are wasted on you: ask for gestures and on-screen pointers instead.
The Deaf Monkey sees the bomb and every gesture — but hears nothing. You are the trio's visual hub: watch Blind's hands, read Mute's gestures, and turn what you see into information the others can act on.

- Role split: Deaf sees results, Mute knows the manual, Blind does the touching.
- Build a gesture vocabulary with Mute before round one: manual page, module type, go / stop.
- Confirm every Blind action out loud — you are the live feedback channel.
- Keep your sightlines clean: sit where the bomb and both teammates fit in one view.
- Prone to motion sickness on camera-heavy duty? Raise it in role pick — see the roles page.
Deaf Monkey capabilities
| Can | Cannot |
|---|---|
| See the bomb and teammates' gestures | Hear teammates or game audio |
| Speak freely (only role with eyes + voice) | Read the manual (Mute's job) |
| Confirm and narrate Blind's actions | Touch the bomb (Blind's job) |
Why Deaf is the trio's feedback loop
Blind acts on second-hand information and Mute holds first-hand knowledge but cannot speak freely to guide Blind's hands. You are the only player who can watch the bomb and talk at the same time. That makes you the verification channel: every cut, press, and toggle Blind makes should get an immediate verbal confirmation from you — 'wire cut clean', 'display still red', 'it did not take'. Without your narration, the team is flying on hope.
Gesture vocabulary: agree on signs before round one
Mute cannot speak, so Mute talks to you with gestures: pointing at the manual for a page number, holding up fingers for a count, waving for stop. Fix these signs in the lobby — page flip, count, go, stop, and 'look at me' — the same way you would agree on callouts in any tactical game. Improvised gestures mid-module are how a calm defusal turns into three monkeys shouting over each other, two of whom cannot even hear it.
Sightline discipline and the classic mistakes
Position yourself so the bomb, Blind's hands, and Mute's gestures stay in one view — your value collapses the moment you have to choose between watching and moving. The classic Deaf mistakes: going quiet because 'nothing is happening' (say that out loud — it is information), narrating colors Blind cannot map without positions ('red wire' again — anchor to place and count), and staring only at the bomb while Mute has been pointing at the manual for ten seconds. Eyes on a rotation: bomb, Blind, Mute, repeat.
Role fit check
Deaf suits players with steady attention and good spatial narration — you are effectively the trio's air-traffic controller. If constant talking drains you or long visual focus makes you motion-sick, say so at role pick: a reluctant Deaf is a hazard, and Campaign's 30 levels are long enough to rotate comfortably.
Keep reading
Facts checked against the Steam store page.