CAMPAIGN / LEVEL INDEX

BOMBANANA levels: all 30 Campaign missions

Study fixed slots before a run and prepare procedures for Random pools. Filter every BOMBANANA level by timer, training phase, and Chaos load.

By BOMBANANA! Wiki editors · Updated September 3, 2026 · Full-release guide

Random Easy / Medium / Hard are difficulty pools. They do not guarantee the same module in every run.

MATCHED / 30 LEVELS

LevelTimerMistakesDefusalChaosTraining focus
LVL 012:301
Cable
Build the language
LVL 022:301
Color Slider
Build the language
LVL 032:303
CableColor Slider
Build the language
LVL 043:003
Color SliderDirection
Slider
Build the language
LVL 053:003
Color SliderCalculator
Slider
Build the language
LVL 063:303
CalculatorCableColor Slider
Pressure
Build the language
LVL 074:003
4× Random Easy
Slider
Build the language
LVL 083:303
Random EasySymbol
Pressure
Extend the packet
LVL 093:303
Random EasyPiano
Pressure
Extend the packet
LVL 104:003
SymbolPiano
Alarm
Extend the packet
LVL 114:003
SoundboardSymbol
Alarm
Extend the packet
LVL 124:003
Random EasySoundboardRandom Medium
PressureSlider
Extend the packet
LVL 134:003
2× Random MediumRandom Easy
PressureSlider
Extend the packet
LVL 144:003
3× Random Medium
PressureAlarm
Extend the packet
LVL 154:003
2× Random Easy2× Random Medium
SliderAlarm
Extend the packet
LVL 164:003
2× Random EasySwitch
PressureAlarm
Preserve full state
LVL 174:003
Random EasyRandom MediumSwitch
AlarmSlider
Preserve full state
LVL 184:003
Random EasyMaze
Alarm
Preserve full state
LVL 194:003
Random EasyRandom MediumMaze
SliderAlarm
Preserve full state
LVL 205:003
Random EasyMazeSwitch
PressureAlarm
Preserve full state
LVL 215:003
2× Random EasyMorse
SliderAlarm
Store sequence history
LVL 225:003
Random EasyRandom MediumMorse
AlarmPressure
Store sequence history
LVL 235:003
2× Random EasyMonkey-Says
SliderPressure
Store sequence history
LVL 245:003
Random EasyMonkey-SaysMaze
PressureSlider
Store sequence history
LVL 255:003
Random Medium2× Random Hard
AlarmSlider
Protect the procedure
LVL 264:003
Random EasyRandom MediumRandom Hard
AlarmPressureSlider
Protect the procedure
LVL 274:003
Random Medium2× Random Hard
PressureSliderAlarm
Protect the procedure
LVL 284:003
3× Random Hard
SliderPressureAlarm
Protect the procedure
LVL 295:003
3× Random Hard
SliderPressurePressureAlarm
Protect the procedure
LVL 305:003
4× Random Hard
AlarmAlarm
Protect the procedure

BOMBANANA! PLAYER GUIDE

How to plan every BOMBANANA Campaign level

The mission table is most useful when your team reads it as a training plan. Learn what fixed and Random slots mean, budget the timer, assign Chaos, and use each failed run to improve one part of the relay.

How to read the BOMBANANA level table

Each row in the BOMBANANA levels table combines four pieces of planning information: the countdown, allowed mistakes, defusal slots, and ongoing Chaos duties. A named module is a fixed slot and can be reviewed before the run. A Random Easy, Medium, or Hard label identifies a difficulty pool. The table never turns that pool into a promised module because the live selection can change between attempts. Use the range tabs to isolate the part of Campaign your team is currently training.

The training-focus column groups BOMBANANA levels by the communication skill they emphasize. Levels 1–7 establish common language. Levels 8–15 lengthen the information packet. Levels 16–20 demand complete state before action. Levels 21–24 add sequence memory, while Levels 25–30 test procedure under stacked Random Hard slots and Chaos. These labels are coaching summaries, not extra in-game rules, and they help a group choose what to rehearse after a failure.

Fixed modules versus Random difficulty pools

A fixed BOMBANANA slot names the module that occupies that position in the level data. Fixed appearances are useful landmarks: Cable anchors Level 1, Color Slider anchors Level 2, and later missions introduce harder families such as Switch, Maze, Morse, and Monkey-Says. Study the linked module procedure, but do not memorize a color or position from an old attempt. The module family can be fixed while its live state and correct input still vary.

Random slots test breadth. When a BOMBANANA level lists two Random Medium modules, the useful preparation is to make every medium procedure equally callable, not to hope for the same pair you saw last time. Assign stable names to symbols, musical notes, coordinates, and state transitions. If the table lists several Random Hard slots, keep a paper or shared mental ledger for sequences. Randomness changes the loadout, but a disciplined information packet remains reusable.

Planning around the timer and mistake limit

Early BOMBANANA missions can allow only one mistake, even though the timer feels generous. That combination rewards a slow first read and an explicit repeat. Later levels usually allow three mistakes, but the extra margin should not become permission to guess. Treat mistakes as protection against execution slips, not as a strategy. Before touching a control, Blind should repeat both the item and its physical position in the same vocabulary Deaf used.

Split each BOMBANANA countdown into an opening scan, a main defusal window, and a reserve. During the scan, identify fixed panels, count Random slots, and assign Chaos ownership. During the main window, finish the shortest reliable modules first unless a persistent state makes another order safer. Preserve the final reserve for a full reread, not frantic overlapping speech. The exact split changes with the loadout, but every team benefits from naming the transition into reserve time.

What a BOMBANANA Chaos load changes

Pressure, Slider, and Alarm compete with the normal BOMBANANA information chain. Pressure and Slider rise over time, so a designated watcher should monitor them without narrating every small movement. Agree on one threshold that justifies interrupting the main module. Alarm is different: its ten-second heated-button window demands an immediate hands-off call. If two copies appear, as they do in the final Campaign data, the team must be ready for repeated emergency cycles.

After any Chaos event, never continue from a half-remembered instruction. The active BOMBANANA panel may have advanced, the selector may have moved, or a player may have forgotten which field was confirmed. Deaf restates the module and current stage; Blind rereads tactile or Braille information if needed; Mute returns a fresh answer. This reset costs a few seconds and protects far more time than rebuilding an unclear conversation after an accidental input.

A BOMBANANA Campaign practice routine

Choose one BOMBANANA level range and replay it until your wording stays identical across attempts. Rotate roles only between runs, not in the middle of a bomb. After a failure, classify it as observation, lookup, relay, positioning, execution, or interruption recovery. That small vocabulary makes review objective. Instead of saying the team was slow, you can say that the Switch color packet was incomplete or the Alarm restart phrase did not return everyone to the same stage.

Use the individual BOMBANANA level pages as briefing sheets. Each page expands the row into a suggested opening scan, role assignment, module order, Chaos recovery plan, and targeted drill. The next and previous links make sequential study easy, while fixed-module links connect the mission to the exact procedure. When the data says Random, the detailed page stays procedural instead of fabricating an answer that cannot be known before the run.

  • Brief the timer, mistake limit, fixed slots, Random pools, and Chaos before starting.
  • Give persistent Chaos to one watcher and name a backup.
  • Complete one confirmed action before opening a second callout.
  • Record the category of each failure and drill that category once.
  • Move to the next range only when all three roles can restart cleanly after interruption.