BOMBANANA! Levels & Campaign

How many levels are in BOMBANANA! (Bomb Banana)?

The Campaign has 30 handcrafted levels with increasing difficulty (Steam official). On top of Campaign there are two more modes: Endless (procedurally generated, wave-based, keeps getting harder) and Custom (you set bomb difficulty, timer, module types, hazards, and allowed mistakes). So the game is far more than 30 bombs — Campaign alone is your structured learning path.

Clearing a level unlocks the next one, and there is no star rating or score screen: the reward is progress. Levels are referred to by number only — no level has an official name.

The three Chaos types, and how to survive each

From Level 4 onward almost every bomb runs at least one Chaos system alongside the defusal modules. Chaos is not a module: it is a separate threat that keeps running while you work, and it is the single biggest reason a team that knows every module still loses a level. Learn these three before worrying about late-Campaign tactics.

Slider (Level 4+, 16 levels)

What happens: A warning-marked control bar whose value climbs on its own. You must pull it back into the safe zone — and it starts climbing again afterwards.

What to do: Assign one watcher. When it rises, pause the current defusal callout, pull it back, then resume. Keep monitoring it until the bomb is done; a lowered control still needs monitoring.

Pressure (Level 6+, 15 levels)

What happens: A needle that rises continuously. A centre button pushes the pressure back down into the safe zone.

What to do: Assign one watcher to tap the centre button on a rhythm. Do not narrate every tiny movement — only interrupt the main callout when a threshold is actually reached.

Alarm (Level 10+, 17 levels)

What happens: When it fires, every heated (lit) button must be pressed within 10 seconds. It temporarily overrides the normal module order.

What to do: Hear the alarm, pause the current callout, find and press every heated button inside 10 seconds, then restart the callout from where it was interrupted — not from the beginning.

Don't confuse them: the Slider Chaos is not the Color Slider module. One is a runaway control bar you have to keep pulling down; the other is a colour-to-direction puzzle. The reference states this distinction explicitly.

Late levels stack them. Levels 26 and 28 run all three at once, and Level 29 runs Slider plus two Pressure systems plus Alarm — that double Pressure is real, not a typo. When several danger systems approach emergency at the same time, the rule is: notice danger before it becomes urgent, stabilise one system without erasing the defusal state you are holding, then return to a confirmed panel rather than acting from memory.

When each module first appears, and how hard it is

These introduction points are your practice anchors — isolate a weak module at its first appearance rather than replaying from Level 1. The tier column is the published difficulty rating for each module, and it is also what the Random slots draw from.

ModuleFirst levelTierWhat the run starts demanding
Cable1EasyDescribe a visible state and turn the answer into one physical action
Color Slider2EasyKeep several physical positions in a stable order
Direction4EasyAgree on perspective before left/right matter under pressure
Calculator5EasyCarry a solve across a changing module state
Symbol8MediumUse descriptions that still mean the same thing next attempt
Piano9MediumHold a short sequence while values contribute to the answer
Soundboard11MediumFind the relevant target before resolving the rest of the state
Switch16HardKeep a larger multi-value state intact until submission
Maze18HardEstablish the correct start and destination before movement
Morse21HardBind decoded information to four positions without losing sequence
Monkey-Says23HardRetain earlier inputs while later stages continue building

A Random Easy / Medium / Hard slot in the level table below means "one module drawn from that difficulty pool" — the same slot will not always produce the same module. The pools themselves are not published, so the tier column above is the practical guide: a Random Easy slot will produce something from the Easy group, a Random Hard slot something from the Hard group.

All 30 Campaign levels

Timers open at 2:30 and grow to 4:00–5:00 later, but the extra time arrives with more modules, larger states, random pools, and heavier Chaos. Mistake allowance: Levels 1–2 allow 1 mistake; from Level 3 onward it is 3, all the way to Level 30.

LevelTimeMistakesDefusal modulesChaosTraining focus
12:301Cable—Build the language
22:301Color Slider—Build the language
32:303Cable + Color Slider—Build the language
43:003Color Slider + DirectionSliderBuild the language
53:003Color Slider + CalculatorSliderBuild the language
63:303Calculator + Cable + Color SliderPressureBuild the language
74:0034 × Random EasySliderBuild the language
83:303Random Easy + SymbolPressureExtend the packet
93:303Random Easy + PianoPressureExtend the packet
104:003Symbol + PianoAlarmExtend the packet
114:003Soundboard + SymbolAlarmExtend the packet
124:003Random Easy + Soundboard + Random MediumPressure + SliderExtend the packet
134:0032 × Random Medium + Random EasyPressure + SliderExtend the packet
144:0033 × Random MediumPressure + AlarmExtend the packet
154:0032 × Random Easy + 2 × Random MediumSlider + AlarmExtend the packet
164:0032 × Random Easy + SwitchPressure + AlarmPreserve full state
174:003Random Easy + Random Medium + SwitchAlarm + SliderPreserve full state
184:003Random Easy + MazeAlarmPreserve full state
194:003Random Easy + Random Medium + MazeSlider + AlarmPreserve full state
205:003Random Easy + Maze + SwitchPressure + AlarmPreserve full state
215:0032 × Random Easy + MorseSlider + AlarmStore sequence history
225:003Random Easy + Random Medium + MorseAlarm + PressureStore sequence history
235:0032 × Random Easy + Monkey-SaysSlider + PressureStore sequence history
245:003Random Easy + Monkey-Says + MazePressure + SliderStore sequence history
255:003Random Medium + 2 × Random HardAlarm + SliderProtect the procedure
264:003Random Easy + Random Medium + Random HardAlarm + Pressure + SliderProtect the procedure
274:003Random Medium + 2 × Random HardPressure + Slider + AlarmProtect the procedure
284:0033 × Random HardSlider + Pressure + AlarmProtect the procedure
295:0033 × Random HardSlider + 2 × Pressure + AlarmProtect the procedure
305:0034 × Random Hard2 × AlarmProtect the procedure

How the Campaign changes shape

Levels 1–7 · Build the language

Make basic modules reliable: Cable, Color Slider, then Direction and Calculator. Level 7 is the first graduation test — four Easy slots drawn at random, so the composition changes but your callouts should not.

Levels 8–15 · Extend the packet

Absorb Medium modules (Symbol, Piano, Soundboard) without rebuilding the whole plan. By Level 15 you are running two Easy and two Medium slots while Slider and Alarm both run.

Levels 16–20 · Preserve full state

Survive larger states from Switch and Maze. Level 20 is the real checkpoint: Random Easy + Maze + Switch with Pressure and Alarm in 5:00.

Levels 21–24 · Store sequence history

Keep sequence-heavy modules (Morse, Monkey-Says) intact under pressure. Throwing information away too early now damages unfinished modules.

Levels 25–30 · Protect the procedure

Handle Random Hard pools while Chaos consumes more attention. No stable button sequence to memorise — only your response to whatever the pool produces.

Practising a specific module before its level arrives

The fastest fix for a module that keeps killing your run is to practise it in isolation, either at its first Campaign appearance or in Custom mode. Each walkthrough below covers one module in full, including the lookup table and the mistake that module punishes:

  • Cable / Wires — first level 1, Easy. Naming the position beats naming the colour.
  • Braille — the Blind Monkey's own source of information, read by touch and never guessed by anyone else.
  • Calculator — first level 5, Easy, but two-stage: the arithmetic only advances the module.
  • Switch — first level 16, Hard. Eight values, and Enter is a fifth action that must not compress a guess.

For the modules that arrive later — Symbol, Piano, Soundboard, Maze, Morse and Monkey-Says — themodule overview is the current reference, and themodule solver resolves Direction, Cable, Calculator and Soundboard lookups directly.

The clock is not a difficulty meter

It is tempting to read the timer column as a difficulty ranking, and the Campaign punishes that reading. Level 25 hands out 5:00. Level 26 — the first bomb to run all three Chaos types simultaneously — drops to 4:00. Levels 27 and 28 stay at 4:00, and only 29 and 30 go back to 5:00.

The reliable way to read a level is to ask what has been added to the workload: a new module, a larger state, a random pool, or another Chaos system. A team that judges levels by the clock will walk into Level 26 expecting relief and find the opposite.

How we built this page. "30 levels" and the three game modes come from the official Steam store page. The level-by-level timers, mistake counts, module lists and Chaos composition are cross-checked against two independent community references (a full Campaign table and a Campaign walkthrough) and agree on all 30 levels; the Chaos mechanics above are likewise confirmed by two sources. Random pool contents are not published — treat the tier column as the practical guide rather than an official pool list, and expect your exact build to differ slightly.

Frequently asked questions

How many levels does BOMBANANA! have?
The Campaign has 30 handcrafted levels with increasing difficulty, confirmed on the official Steam page. Two more modes exist outside that route: Endless (procedurally generated, wave-based) and Custom, where you set the difficulty, timer, module types, hazards and allowed mistakes.
How long is the timer on each level?
It opens at 2:30 in the early levels and grows to 4:00–5:00 later on. The extra time arrives together with more modules, larger states, random pools and heavier Chaos, so later levels are not easier despite the longer clock.
How many mistakes are allowed?
Levels 1–2 allow one mistake. From Level 3 onward the allowance rises to three, and every level from 3 to 30 uses three.
Is a longer timer a sign that a level is easier?
No, and the late Campaign proves it. Level 25 gives 5:00, but Level 26 drops to 4:00 even though it is the first level running all three Chaos types at once. Levels 27 and 28 also run 4:00, and only 29 and 30 go back to 5:00. Read a level by what has been added to the workload, not by the clock.
What is the difference between the Slider Chaos and the Color Slider module?
They are two completely different things that happen to share a word. The Slider Chaos is a warning-marked control bar that climbs on its own and must be pulled back repeatedly. The Color Slider is a defusal module where each colour decides whether its slider goes up or down. The community reference states explicitly that the Chaos "is not the color-based up/down puzzle called Color Slider".
How should I practise a module I keep failing?
Isolate it at its first Campaign appearance rather than replaying from Level 1 — Cable at 1, Direction at 4, Calculator at 5, Switch at 16, Morse at 21. Custom mode also lets you build a bomb around a single module type.
Is there any point memorising a button sequence for the last levels?
No. Levels 25–30 run Random Hard pools, so there is no stable sequence to memorise. What carries over is the process: identify the module, call its state in a fixed order, confirm, then act.

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