Inventory first
Identify the live Random Easy panels before opening a procedure. Prepare Maze before the 4:00 timer starts.
Level 18 gives the squad 4:00, allows 3 mistakes, and combines Random Easy + Maze with Alarm CHAOS.
Use this page as a Level 18 solution plan: confirm the exact setup, assign CHAOS ownership, then work through the named procedures before improvising around random slots.
Read the timer, mistake limit, and listed defusal modules before pressing any panel.
Open each named module guide and assign one player to any CHAOS duty.
Resolve one clue packet at a time, then use Previous Level and Next Level navigation for campaign practice.
This is a late-campaign knowledge check built around a named Hard module. Read that guide before loading in and keep a separate player free for CHAOS coverage.
Because this level contains random slots, identify each rolled panel before selecting a procedure. A random Easy, Medium, or Hard label narrows the preparation pool but never guarantees one module. Keep one player responsible for Alarm while the other two maintain the main clue-answer loop.
Campaign composition, timer, and mistake allowance were cross-checked against the public BOMBANANA v1.0.0 level reference.
Identify the live Random Easy panels before opening a procedure. Prepare Maze before the 4:00 timer starts.
Maze: MAZE ID → START → TARGET → MOVES ONE AT A TIME
Alarm: When active, press every heated button within 10 seconds.
This plan is derived from the verified v1.0.0 level composition and the named module procedures. Random slots are intentionally not converted into fixed answers.
Open the full module index for random slots. Named links above cover only modules explicitly listed in this level.
Level 18 composition is verified as Random Easy + Maze with Alarm CHAOS. No timestamped run was available for review, so the page derives its preparation plan from those named procedures instead of inventing a fixed playthrough.