Levels 21–30 Walkthrough
Morse, Monkey-Says and the Random Hard endgame: every bomb from Level 21 to the final Level 30.
Level-by-level help for all 30 campaign bombs, plus Endless, Custom, achievements and hazards.
Morse, Monkey-Says and the Random Hard endgame: every bomb from Level 21 to the final Level 30.
The middle campaign: Random Medium slots, two Chaos modules at once and the first Hard modules, Switch and Maze.
Every bomb from Level 1 to Level 10: timers, modules, mistake limits, the first Chaos modules and what each level tests.
Level-by-level help for the 30-bomb campaign, plus guides to Endless, Custom, achievements and the hazards that interrupt a run.
The campaign has 30 handcrafted levels, and defusing a bomb unlocks the next one. Difficulty rises in two ways at once: new module types are added, and the bombs carry more of them under heavier Chaos pressure. The timer grows from 2:30 on the first levels to 5:00 on the longest bombs, but it never feels generous, because the amount of work grows faster than the clock.
| Stage | Levels | What it teaches |
| Foundations | 1–7 | The basic relay on Easy modules; Chaos starts at Level 4 |
| Medium modules | 8–15 | Symbol, Piano and Soundboard, with Pressure, Slider and Alarm |
| Big states | 16–20 | Switch and Maze, where the team has to hold a lot of information at once |
| Sequences | 21–24 | Morse and Monkey-Says, which punish lost places in a sequence |
| Random Hard | 25–30 | Random Hard modules with several Chaos modules at once |
Levels 1 and 2 allow only one mistake. From Level 3 onward, every level allows three. A higher allowance helps a team recover from one slip, but it doesn’t make guessing a strategy.