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BOMBANANA Campaign Progression and Level Planner

Plan all 30 campaign levels with the level lookup tool, module load, Chaos timing, and a practical training order.

9/5/2026 1.0.0 Last updated: 9/5/2026 3 min read

FAQ

How should I approach campaign progression?
Use early levels to standardise callouts, then practise the harder modules and Chaos interruptions before the later levels.
What should I record between levels?
Record the level, module order, failed state, and the communication change that helped the team recover.

Quick answer

The campaign contains 30 handcrafted levels in the current reference. The best route is not to memorise every answer; it is to learn the communication loop early, then use the level and module references to anticipate when memory, audio, Braille, and Chaos pressure enter the run.

📚 Progression cue: practise the communication loop first, then add one harder module type at a time.

Campaign gameplay reference

Progression by training band

LevelsTeam focusPreparation
1–5Basic visual and table callsCable, Calculator, Direction, Symbol
6–10Faster transitionsPiano, Soundboard, Switch, Alarm introduction
11–17Sustained Chaos monitoringAlarm, Pressure, Slider and role handoffs
18–24Hard visual and memory workMaze, Monkey-Says, late-stage orientation
25–30Full-team consistencyRehearse hazard priority and recovery calls

The bands are a planning aid, not a replacement for the live level panel. Check the Level Lookup before each session for the current module list and Chaos load.

How to use the planner

Open a level in the lookup tool, assign one player to the primary visual read, and decide which player will monitor a Chaos module if it appears. After the run, record the first unclear callout rather than only the final mistake. That note tells you whether to revisit roles, a module page, or the timing pressure of Endless.

A three-session training route

  1. Session one: practise the early visual modules and agree on a fixed callout order.
  2. Session two: combine one normal module with Alarm, Pressure, or Slider and keep a dedicated hazard monitor.
  3. Session three: practise Maze, Morse, or Monkey-Says in isolation, then use Level Lookup to place them beside the expected late-game load.

After each session, keep one concrete correction: a missing position, a skipped stage, or an unclear final caller. That correction is more useful than trying to memorise every level row before the team can communicate the current state.

Late-game preparation

Maze asks for orientation and Braille interpretation; Monkey-Says asks the team to retain the full sequence; Morse asks for disciplined listening. Practise each module in isolation before combining them with Alarm or Pressure. A late level is usually lost because the team changes vocabulary under pressure, not because one rule is impossible.

Sources

  1. [1]BOMBANANA on Steam
  2. [2]BOMBANANA official site
  3. [3]BOMBANANA campaign gameplay search

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