CAMPAIGN // LEVEL 21 OF 30

BOMBANANA Level 21 Guide

Level 21 gives the squad 5:00, allows 3 mistakes, and combines 2× Random Easy + Morse with Slider + Alarm CHAOS.

Timer5:00
Mistakes allowed3
CHAOSSlider + Alarm

Level Overview

Use this page as a Level 21 solution plan: confirm the exact setup, assign CHAOS ownership, then work through the named procedures before improvising around random slots.

Solution Steps

  1. 01

    Read the timer, mistake limit, and listed defusal modules before pressing any panel.

  2. 02

    Open each named module guide and assign one player to any CHAOS duty.

  3. 03

    Resolve one clue packet at a time, then use Previous Level and Next Level navigation for campaign practice.

What changes in Level 21

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. Multiple CHAOS duties can overlap, so use named ownership and explicit handoffs.

Verified level setup

DEFUSAL MODULES2× Random Easy + Morse
CHAOS MODULESSlider + Alarm

Campaign composition, timer, and mistake allowance were cross-checked against the public BOMBANANA v1.0.0 level reference.

Level 21 execution plan

OPENING

Inventory first

Identify the live 2× Random Easy panels before opening a procedure. Prepare Morse before the 5:00 timer starts.

RELAY

Keep packets separate

Morse: READ GROUPS LEFT TO RIGHT → DIGITS → VERIFY → ENTER

INTERRUPTIONS

Slider + Alarm

Slider: Continuously pull down the rising slider until the bomb is defused. 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 named procedures

Open the full module index for random slots. Named links above cover only modules explicitly listed in this level.

Likely failure points

  • Starting a random module before identifying its exact panel and difficulty.
  • Letting two players answer at once instead of keeping one clue-answer-confirmation channel.
  • Dropping Slider + Alarm ownership during a long lookup or sequence.

Sources and limits

Level 21 composition is verified as 2× Random Easy + Morse with Slider + 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.

Next useful pageLevel 22