Levels 11–20 Walkthrough

Levels 11 to 20 are the middle of the campaign, and the point where bombs stop being predictable. Random Medium slots arrive, two Chaos modules run at the same time on most bombs, and the first two Hard modules – Switch and Maze – appear. The timers grow to 4:00 and finally 5:00, but the workload grows faster. This walkthrough covers each bomb from Level 11 to Level 20 and what it asks of your team.

Levels 11–20 at a Glance

Level Timer Defusal modules Chaos Mistakes
11 4:00 Soundboard + Symbol Alarm 3
12 4:00 Random Easy + Soundboard + Random Medium Pressure + Slider 3
13 4:00 2 × Random Medium + Random Easy Pressure + Slider 3
14 4:00 3 × Random Medium Pressure + Alarm 3
15 4:00 2 × Random Easy + 2 × Random Medium Slider + Alarm 3
16 4:00 2 × Random Easy + Switch Pressure + Alarm 3
17 4:00 Random Easy + Random Medium + Switch Alarm + Slider 3
18 4:00 Random Easy + Maze Alarm 3
19 4:00 Random Easy + Random Medium + Maze Slider + Alarm 3
20 5:00 Random Easy + Maze + Switch Pressure + Alarm 3

What the Random Slots Can Hold

Slot Possible modules
Random Easy Cable, Color Slider, Direction, Calculator
Random Medium Symbol, Piano, Soundboard

From Level 12 onward, you can’t memorize a bomb. You have to be ready for any module in its tier, which is why reliable procedures for every Easy and Medium module matter more here than speed on any single one.

Level 11: Soundboard + Symbol

The last new Medium module, Soundboard, arrives next to Symbol, with the Alarm as the Chaos module. Soundboard is a 3×3 grid of buttons: the Blind Monkey presses buttons until one rings, then reports its Braille number, the Deaf Monkey calls its color, and the manual returns the positions to press.

Focus: two sound-based modules on one bomb. Number the Soundboard buttons in a fixed reading order before you start, and keep calling the current stage on Symbol.

Level 12: The First Mixed Bomb

Three defusal modules – one Random Easy, Soundboard and one Random Medium – plus two Chaos modules at once: Pressure and Slider. Community guides describe Level 12 as the test of whether a team can resume cleanly after an interruption.

Focus: ownership. Decide who calls Chaos, and after every interruption confirm the real state of the module – which positions are done, which stage you’re on – before the next input.

Level 13: Two Medium Modules

Two Random Medium modules and one Random Easy, again with Pressure and Slider. The Chaos load is the same as Level 12, but the puzzles are heavier.

Focus: pick an order. Clear the Easy module first if it’s quick, so the long Medium modules get uninterrupted attention.

Level 14: Three Medium Modules

Every defusal slot is Medium, with Pressure and the Alarm. There is no easy module to warm up on.

Focus: stage discipline. Symbol, Piano and Soundboard all run in steps. Announce each completed step so nobody loses count when the Alarm fires.

Level 15: Four Modules

Two Easy and two Medium modules under 4:00, with Slider and Alarm. Clearing it completes 15 levels, which unlocks the Expert Defuser achievement.

Focus: pacing. Four modules in four minutes leaves no room for long discussions; your Easy procedures should be close to automatic by now.

Level 16: Switch

The first Hard module. Switch asks the team to read every switch’s light color and Braille number from left to right, look up the up or down state for each one, set the whole row and only then submit. Pressure and Alarm run alongside.

Focus: the full row. Guides call Level 16 the place to fix Switch before Maze joins it. Set every switch, read the row back once, then submit – not switch by switch.

Level 17: Switch Plus Random Slots

Switch returns with one Random Easy and one Random Medium module, under Alarm and Slider.

Focus: holding a big state. A Switch row is a lot of information. Write it down, or agree that one player owns it, so a Chaos interruption doesn’t wipe it.

Level 18: Maze

The second Hard module, with one Random Easy and the Alarm. The Blind Monkey’s Braille maze number selects one of the maps in the manual, and the team guides a red dot to a green light one move at a time. A wrong move sends the marker back to the start.

Focus: one move per call. Confirm the maze number before any movement, and never send a long route in one breath.

Level 19: Maze Plus Random Slots

Maze with one Random Easy and one Random Medium module, under Slider and Alarm.

Focus: keeping your place. After a Chaos interruption, confirm where the red dot actually is before calling the next move.

Level 20: Maze + Switch

The first 5:00 bomb: one Random Easy, Maze and Switch, with Pressure and Alarm. It’s the checkpoint of the middle campaign.

Focus: an honest review. Guides suggest judging the fixed parts: if Switch and Maze were both clean, move on. If one of them used up most of the five minutes, expect the next levels to expose it again, and drill it in Custom mode first.

New Modules in This Stretch

Level New module Difficulty Key clue
11 Soundboard Medium The ringing button’s Braille number and color
16 Switch Hard Light color and Braille number for every switch
18 Maze Hard The Braille maze number

Checklist Before Level 21

  • You have a reliable procedure for every Easy and Medium module.
  • Two Chaos modules at once don’t stop the main task.
  • After an interruption, the team always confirms the module’s state first.
  • Switch rows are set completely and read back before submitting.
  • Maze moves are called one at a time and confirmed.
  • Someone keeps track of long states so they survive an Alarm.

FAQ

Which modules can appear in Random Medium slots?

Symbol, Piano and Soundboard – the three Medium defusal modules.

When do the Hard modules start?

Switch first appears on Level 16 and Maze on Level 18. Level 20 is the first bomb with both.

How many mistakes are allowed in these levels?

Three on every level from Level 3 onward, including all of Levels 11–20.

What’s the hardest part of this stretch?

Running two Chaos modules alongside heavier puzzles. From Level 12, most bombs carry two Chaos modules at once, so resuming cleanly after interruptions matters as much as solving the modules.