The BOMBANANA! campaign is 30 handcrafted levels that ramp from a single Cable module to a gauntlet of four Random Hard slots. This page is the full database: every level's time limit, mistake limit, fixed and random module slots, and CHAOS load. Use it to plan ahead — knowing what a level stacks before you queue is half the defusal.
Reading the Table
- Time is the countdown for that bomb.
- Mistakes is the strike limit (the team fails when strikes run out).
- Fixed slots are modules the level always includes.
Random Easy / Medium / Hardmeans the game draws from that difficulty pool, so the exact module varies between attempts. - CHAOS lists the ongoing Chaos modules to babysit. Repeated entries (e.g. Pressure, Pressure on Level 29) mean the same hazard needs attention in more than one place.
Costing the Campaign Progression
The first three levels teach the Easy lookup loop. CHAOS arrives at Level 4, the first Medium random slot appears at Level 12, and the Hard tier (Maze, Monkey-Says, Switch, Morse) starts its fixed slots at Level 16 — Switch first, then Maze at 18, Morse at 21 and Monkey-Says at 23. From Level 25 on, the endgame is Random Hard slots stacked with multiple Chaos pressures.
The 30-Level Table
| Level | Time | Mistakes | Defusal slots | CHAOS |
|---|---|---|---|---|
| 1 | 2:30 | 1 | Cable | — |
| 2 | 2:30 | 1 | Color Slider | — |
| 3 | 2:30 | 3 | Cable, Color Slider | — |
| 4 | 3:00 | 3 | Color Slider, Direction | Slider |
| 5 | 3:00 | 3 | Color Slider, Calculator | Slider |
| 6 | 3:30 | 3 | Calculator, Cable, Color Slider | Pressure |
| 7 | 4:00 | 3 | Random Easy ×4 | Slider |
| 8 | 3:30 | 3 | Random Easy, Symbol | Pressure |
| 9 | 3:30 | 3 | Random Easy, Piano | Pressure |
| 10 | 4:00 | 3 | Symbol, Piano | Alarm |
| 11 | 4:00 | 3 | Soundboard, Symbol | Alarm |
| 12 | 4:00 | 3 | Random Easy, Soundboard, Random Medium | Pressure, Slider |
| 13 | 4:00 | 3 | Random Medium ×2, Random Easy | Pressure, Slider |
| 14 | 4:00 | 3 | Random Medium ×3 | Pressure, Alarm |
| 15 | 4:00 | 3 | Random Easy ×2, Random Medium ×2 | Slider, Alarm |
| 16 | 4:00 | 3 | Random Easy ×2, Switch | Pressure, Alarm |
| 17 | 4:00 | 3 | Random Easy, Random Medium, Switch | Alarm, Slider |
| 18 | 4:00 | 3 | Random Easy, Maze | Alarm |
| 19 | 4:00 | 3 | Random Easy, Random Medium, Maze | Slider, Alarm |
| 20 | 5:00 | 3 | Random Easy, Maze, Switch | Pressure, Alarm |
| 21 | 5:00 | 3 | Random Easy ×2, Morse | Slider, Alarm |
| 22 | 5:00 | 3 | Random Easy, Random Medium, Morse | Alarm, Pressure |
| 23 | 5:00 | 3 | Random Easy ×2, Monkey-Says | Slider, Pressure |
| 24 | 5:00 | 3 | Random Easy, Monkey-Says, Maze | Pressure, Slider |
| 25 | 5:00 | 3 | Random Medium, Random Hard ×2 | Alarm, Slider |
| 26 | 4:00 | 3 | Random Easy, Random Medium, Random Hard | Alarm, Pressure, Slider |
| 27 | 4:00 | 3 | Random Medium, Random Hard ×2 | Pressure, Slider, Alarm |
| 28 | 4:00 | 3 | Random Hard ×3 | Slider, Pressure, Alarm |
| 29 | 5:00 | 3 | Random Hard ×3 | Slider, Pressure ×2, Alarm |
| 30 | 5:00 | 3 | Random Hard ×4 | Alarm ×2 |
One Page Per Level
Every bomb in the table also has its own page: the slot-by-slot breakdown, which difficulty pool each random slot draws from, and what changes compared with the level before it — the campaign level database.
Two numbers are worth knowing before you queue: Levels 1–2 allow only 1 mistake (Level 3 relaxes to 3), and the last stretch gets heavy — Level 25 is the first bomb with a Random Hard slot, Levels 28–30 are pure Random Hard, and Levels 29–30 stack repeated Chaos (double Pressure on 29, double Alarm on 30).
Sources & Version
These slots reflect the v1.0.0 campaign data. Random slots make the exact module vary per attempt; the table shows the slot set, not a fixed bomb. If in-game behaviour disagrees with this table, the in-game bomb is the authority.
For how many levels each mode has overall (Endless waves and Custom included), see how many levels. For the modules behind every slot, start with the modules overview.
This page is a community guide — strategies reflect the launch version (September 2026) and may shift after patches. The in-game defusal manual is always the final authority.