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.
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.
| Module | First level | Tier | What the run starts demanding |
|---|---|---|---|
| Cable | 1 | Easy | Describe a visible state and turn the answer into one physical action |
| Color Slider | 2 | Easy | Keep several physical positions in a stable order |
| Direction | 4 | Easy | Agree on perspective before left/right matter under pressure |
| Calculator | 5 | Easy | Carry a solve across a changing module state |
| Symbol | 8 | Medium | Use descriptions that still mean the same thing next attempt |
| Piano | 9 | Medium | Hold a short sequence while values contribute to the answer |
| Soundboard | 11 | Medium | Find the relevant target before resolving the rest of the state |
| Switch | 16 | Hard | Keep a larger multi-value state intact until submission |
| Maze | 18 | Hard | Establish the correct start and destination before movement |
| Morse | 21 | Hard | Bind decoded information to four positions without losing sequence |
| Monkey-Says | 23 | Hard | Retain 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.
| Level | Time | Mistakes | Defusal modules | Chaos | Training focus |
|---|---|---|---|---|---|
| 1 | 2:30 | 1 | Cable | — | Build the language |
| 2 | 2:30 | 1 | Color Slider | — | Build the language |
| 3 | 2:30 | 3 | Cable + Color Slider | — | Build the language |
| 4 | 3:00 | 3 | Color Slider + Direction | Slider | Build the language |
| 5 | 3:00 | 3 | Color Slider + Calculator | Slider | Build the language |
| 6 | 3:30 | 3 | Calculator + Cable + Color Slider | Pressure | Build the language |
| 7 | 4:00 | 3 | 4 × Random Easy | Slider | Build the language |
| 8 | 3:30 | 3 | Random Easy + Symbol | Pressure | Extend the packet |
| 9 | 3:30 | 3 | Random Easy + Piano | Pressure | Extend the packet |
| 10 | 4:00 | 3 | Symbol + Piano | Alarm | Extend the packet |
| 11 | 4:00 | 3 | Soundboard + Symbol | Alarm | Extend the packet |
| 12 | 4:00 | 3 | Random Easy + Soundboard + Random Medium | Pressure + Slider | Extend the packet |
| 13 | 4:00 | 3 | 2 × Random Medium + Random Easy | Pressure + Slider | Extend the packet |
| 14 | 4:00 | 3 | 3 × Random Medium | Pressure + Alarm | Extend the packet |
| 15 | 4:00 | 3 | 2 × Random Easy + 2 × Random Medium | Slider + Alarm | Extend the packet |
| 16 | 4:00 | 3 | 2 × Random Easy + Switch | Pressure + Alarm | Preserve full state |
| 17 | 4:00 | 3 | Random Easy + Random Medium + Switch | Alarm + Slider | Preserve full state |
| 18 | 4:00 | 3 | Random Easy + Maze | Alarm | Preserve full state |
| 19 | 4:00 | 3 | Random Easy + Random Medium + Maze | Slider + Alarm | Preserve full state |
| 20 | 5:00 | 3 | Random Easy + Maze + Switch | Pressure + Alarm | Preserve full state |
| 21 | 5:00 | 3 | 2 × Random Easy + Morse | Slider + Alarm | Store sequence history |
| 22 | 5:00 | 3 | Random Easy + Random Medium + Morse | Alarm + Pressure | Store sequence history |
| 23 | 5:00 | 3 | 2 × Random Easy + Monkey-Says | Slider + Pressure | Store sequence history |
| 24 | 5:00 | 3 | Random Easy + Monkey-Says + Maze | Pressure + Slider | Store sequence history |
| 25 | 5:00 | 3 | Random Medium + 2 × Random Hard | Alarm + Slider | Protect the procedure |
| 26 | 4:00 | 3 | Random Easy + Random Medium + Random Hard | Alarm + Pressure + Slider | Protect the procedure |
| 27 | 4:00 | 3 | Random Medium + 2 × Random Hard | Pressure + Slider + Alarm | Protect the procedure |
| 28 | 4:00 | 3 | 3 × Random Hard | Slider + Pressure + Alarm | Protect the procedure |
| 29 | 5:00 | 3 | 3 × Random Hard | Slider + 2 × Pressure + Alarm | Protect the procedure |
| 30 | 5:00 | 3 | 4 × Random Hard | 2 × Alarm | Protect 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.
Frequently asked questions
How many levels does BOMBANANA! have?
How long is the timer on each level?
How many mistakes are allowed?
Is a longer timer a sign that a level is easier?
What is the difference between the Slider Chaos and the Color Slider module?
How should I practise a module I keep failing?
Is there any point memorising a button sequence for the last levels?
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