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Levels 1–10 Walkthrough

The first ten levels are where a team learns to talk. The modules here are the simplest in the game, and the bombs carry at most four of them, but this stretch introduces every basic habit the later campaign depends on: reading a panel in a fixed order, confirming before acting, and handling a Chaos module without dropping the main task. This walkthrough covers every bomb from Level 1 to Level 10, with timers, modules, mistake limits and what each level is really testing.

Levels 1–10 at a Glance

Level Timer Defusal modules Chaos Mistakes
1 2:30 Cable None 1
2 2:30 Color Slider None 1
3 2:30 Cable + Color Slider None 3
4 3:00 Color Slider + Direction Slider 3
5 3:00 Color Slider + Calculator Slider 3
6 3:30 Calculator + Cable + Color Slider Pressure 3
7 4:00 4 × Random Easy Slider 3
8 3:30 Random Easy + Symbol Pressure 3
9 3:30 Random Easy + Piano Pressure 3
10 4:00 Symbol + Piano Alarm 3

“Random Easy” slots are filled from the four Easy modules: Cable, Color Slider, Direction and Calculator. The same level can therefore look different from one attempt to the next.

Level 1: Cable

One Cable module, 2:30 on the clock and only one mistake allowed. The panel shows three or four colored cables and one lit light. The Deaf Monkey reports the cable count, the light color and the cable colors; the Mute Monkey looks up the target color; the Deaf Monkey turns it into a position, and the Blind Monkey cuts. Always lead with the count, because three-cable and four-cable panels use different rules.

What it tests: the basic relay. If your team needs several attempts to agree on a single cable, fix that here, before bombs start carrying four modules.

Level 2: Color Slider

A set of four colored sliders that must all be moved correctly in one sequence, again with only one mistake allowed. The Deaf Monkey calls the colors in order, the Mute Monkey signals up or down for each, and the Blind Monkey moves one slider at a time. A wrong move resets your progress on the module.

What it tests: sequences. Work through the sliders strictly in order and confirm each one before the next.

Level 3: Cable + Color Slider

No new mechanic, just both modules on the same bomb. From here on, every level allows three mistakes. The trap is talking about two modules at once.

What it tests: module discipline. Finish one module completely, announce that it’s done, then start the next, so the Blind Monkey never acts on stale information.

Level 4: Color Slider + Direction

Two firsts at once: the Direction module and the first Chaos module, the rising Slider. Direction combines a Braille number, which only the Blind Monkey can read, with the active light color; the manual turns that pair into a direction to press. Meanwhile the Chaos Slider climbs on its own and must be pulled back down whenever it rises.

What it tests: perspective and interruptions. Settle once which way “left” and “right” point on the Direction module, and don’t let two different “sliders” get mixed up in callouts. Level 4 is also the best place to practice handling one Chaos duty without losing your place.

Level 5: Color Slider + Calculator

The Calculator arrives, still with the Chaos Slider. It has two stages: first the displayed sum is solved and entered, then a light comes on and the Mute Monkey uses the result’s parity (odd or even) plus the light color to find a second digit. The keypad is jumbled, so the Blind Monkey presses the digit wherever it appears, not a fixed position.

What it tests: two-stage thinking. The arithmetic answer is never the whole solution.

Level 6: Calculator + Cable + Color Slider

Three Easy modules under a 3:30 timer, and a new Chaos module: Pressure. Pressure keeps rising and has to be pushed down by repeatedly pressing the central button until the bomb is defused. Community guides note that Pressure exposes hesitation fast, so the Calculator steps need to be second nature before you get here.

What it tests: ownership. Decide who watches Pressure, and keep the other two modules moving while it’s handled.

Level 7: Four Random Easy Modules

Four modules drawn from the Easy pool, a 4:00 timer and the Chaos Slider. This is the graduation test for the opening stage: no new rules, just volume.

What it tests: whether your early procedures are automatic. If the module mix changes between attempts and your callouts sound the same every time, you’re ready for Medium modules.

Level 8: Random Easy + Symbol

The first Medium module. Symbol is a staged module built around sound: the team has to find the shape that makes a sound, combine it with the current stage, and press the color the manual returns. A wrong button resets the whole sequence. Pressure is back as the Chaos module, under a 3:30 timer.

What it tests: stages. Always call the current stage number together with the symbol, and look the color up again for every stage instead of reusing the last one.

Level 9: Random Easy + Piano

Piano pairs a Braille octave number from the Blind Monkey with the active light color. The manual cell gives a short sequence of notes, which are played in order. Pressure remains the Chaos module.

What it tests: relaying a sequence. Send the notes in short chunks and have the Blind Monkey repeat them before playing.

Level 10: Symbol + Piano

Both new Medium modules on one bomb, a 4:00 timer and a new Chaos module: Alarm. When the Alarm triggers, every heated button has to be pressed within ten seconds. Community guides suggest the Blind Monkey treat the alert as an immediate job rather than waiting for a callout.

What it tests: recovering after an interruption. When the Alarm is cleared, confirm where you were – which stage of Symbol, which note of Piano – before the next input.

New Modules by Level

Level New module Type Difficulty
1 Cable Defusal Easy
2 Color Slider Defusal Easy
4 Direction Defusal Easy
4 Slider Chaos Medium
5 Calculator Defusal Easy
6 Pressure Chaos Medium
8 Symbol Defusal Medium
9 Piano Defusal Medium
10 Alarm Chaos Medium

When to Move On

A lucky clear isn’t the same as being ready. A good rule from community guides: advance when the problem changes, and replay when the same problem follows you forward. If you clear Level 6 but the Calculator still eats most of the timer, Level 7 will expose it again. Replay the weak level, or drill the module on its own in Custom mode, rather than restarting from Level 1.

Checklist Before Level 11

  • Every Cable call opens with the cable count.
  • Sliders, cables and buttons are always counted in the same direction.
  • The team agrees which way “left” and “right” point on Direction.
  • Calculator answers go through both stages: the sum, then parity and light.
  • One player owns each Chaos duty, and handoffs are announced.
  • Each module is finished and announced before the next one starts.
  • After any interruption, the team confirms the module’s state before the next input.

FAQ

How many mistakes are allowed in the first levels?

Levels 1 and 2 allow one mistake. From Level 3 onward, every level allows three.

When does Chaos start?

Levels 1–3 have no Chaos. The rising Slider appears on Level 4, Pressure on Level 6 and Alarm on Level 10.

What does “Random Easy” mean?

The slot is filled with one of the Easy modules – Cable, Color Slider, Direction or Calculator – so the bomb can change between attempts.

Which level is the first real difficulty spike?

On paper, Level 8 brings the first Medium module (Symbol), and Level 10 is the first bomb with two Medium modules plus the Alarm. Those are the two biggest steps up in the first ten levels.

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