BOMBANANA! Campaign Walkthrough

The Campaign is 30 handcrafted levels that teach the game in five stretches. The puzzle structure of each level is fixed โ€” the exact modules, colors and numbers are drawn from a pool, so the method matters more than memorizing one run. This page maps the whole campaign, marks where each module first appears, and explains how to beat each stretch instead of grinding random bombs.

How the Campaign Works

Each level is a bomb with a set number of module slots, a timer and a mistake limit. Level by level the game:

A level's family is predictable; its live answer is not. Never reuse a previous run's exact callout โ€” re-read the panel you are actually holding.

Levels 1โ€“7: Basics

The opening stretch is the game's tutorial language lesson:

Stretch goal: settle a short state packet (module name, position, the 2โ€“3 facts that matter) before the timer gets loud. Teams that fix callout language in 1โ€“7 carry it through the whole campaign.

Levels 8โ€“15: Medium Modules

The pool widens and descriptions get longer:

Stretch goal: one module at a time, confirm before every input, and after any mistake call a full stop and re-read the module. Panic inputs stack faster than calm retries.

Levels 16โ€“20: Switch and Maze

State integrity becomes the wall here:

Stretch goal: learn to hold several values across an interruption (Chaos, a wrong input) and rebuild the packet from the current panel, not from memory.

Levels 21โ€“24: Morse and Sequences

Stretch goal: the recovery habit โ€” after any interruption, ask "did the panel change?" before continuing. A correct-but-stale answer is worse than a slow re-read.

Levels 25โ€“30: Random Hard

Public sources map the final stretch only in outline: Unconfirmed specifics, but consistent reports describe Random Hard โ€” the last levels draw from every module family at higher difficulty, with tighter timers and heavier Chaos. By now the game assumes your team already has:

Stretch goal: finish the campaign with the same method you started with. The level names change; the handoff should not.

Fixed First Appearances

ModuleFirst campaign levelNotes
Cable / Wire1Count, light, target color, position
Color Sliders~2Observed in footage at level 2
Calculator~3Two-stage solve
Direction (D-pad)~6Blind-perspective left/right
Symbol8โ€“15 stretchWheel + colored buttons
Piano8โ€“15 stretchBraille keys, color light
Soundboard8โ€“15 stretchOne sounding button
Switch16Several states before ENTER
Maze18Returns at 19, 20, 24
Morse21Returns at 22
Chaos (Rising Slider)8โ€“15 stretchHazard, not a puzzle

Levels before a module's first appearance pull from earlier families only; later levels can mix anything seen so far.

Stuck on a Level?


Sources