Levels 21–30 Walkthrough

Once you reach Level 21, the campaign has nothing left to explain. The final two puzzle types turn up on Levels 21 and 23, and after Level 24 every bomb is assembled from the Hard pool with Chaos stacked two, three and finally four deep. What decides these ten bombs isn’t knowledge of a specific module – it’s whether your team’s routines hold together when everything happens at once. Below is a bomb-by-bomb breakdown of the closing stretch, with what each one is really asking of you.

The Closing Stretch in One Table

Bomb Clock Hard content Everything else Chaos running
21 5:00 Morse Two random Easy Slider and Alarm
22 5:00 Morse One random Easy, one random Medium Alarm and Pressure
23 5:00 Monkey-Says Two random Easy Slider and Pressure
24 5:00 Monkey-Says and Maze One random Easy Pressure and Slider
25 5:00 Two random Hard One random Medium Alarm and Slider
26 4:00 One random Hard One random Easy, one random Medium All three types
27 4:00 Two random Hard One random Medium All three types
28 4:00 Three random Hard Nothing else All three types
29 5:00 Three random Hard Nothing else Slider, Alarm and Pressure twice
30 5:00 Four random Hard Nothing else Alarm twice

Every one of these bombs forgives three mistakes, the same allowance as everything since Level 3.

What a “Random” Slot Can Contain

  • Easy pool: Cable, Color Slider, Direction, Calculator
  • Medium pool: Symbol, Piano, Soundboard
  • Hard pool: Switch, Maze, Morse, Monkey-Says

Bomb 21 – Morse Arrives

Five minutes, two easy warm-ups, the rising Slider, the Alarm – and Morse, which feeds the team groups of short and long tones that each stand for a digit. Since the Deaf Monkey hears none of it, the decoding lives entirely with the Blind and Mute Monkeys.

Use it for: building a listening rhythm. Community guides make the point that Morse is far kinder to learn here, as the only Hard puzzle on the bomb, than later when a random slot springs it on you next to Switch or Maze.

Bomb 22 – Morse With Company

Morse returns beside one random Easy and one random Medium module, and this time Pressure keeps pulling at the Blind Monkey’s hands while the Alarm waits in the background.

Use it for: pausing well. Name who answers Pressure before the first tone plays, and when the needle climbs, stop decoding at a clean break rather than in the middle of a group.

Bomb 23 – Monkey-Says Arrives

The final new puzzle type. Each stage a fresh button heats up; the manual maps its color to a button; then the Blind Monkey replays the entire list from the first press with the new one tacked on. The Slider and Pressure keep interrupting.

Use it for: keeping one list. A single player holds the mapped buttons – not the colors – in order, so the full replay can be read out after every new clue.

Bomb 24 – Two Memories at Once

Monkey-Says and Maze together, plus one random Easy, under Pressure and the Slider. Both Hard puzzles ask the team to carry a changing state: a growing button list in one case, a dot’s position on a hidden map in the other.

Use it for: separating owners. Give each state to a different player and prefix every number with its module, so “two” never drifts from the maze to the sequence.

Bomb 25 – The Pool Opens

From here the Hard slots are random. This bomb draws two of them, adds one random Medium module and runs the Alarm with the Slider.

Use it for: trusting process over memory. There’s no fixed bomb left to learn; what you’re rehearsing from now on is how your team reacts to whatever the pool hands out.

Bomb 26 – Every Kind of Chaos

The clock falls back to four minutes while all three Chaos types run together over one module from each tier. Guides single this bomb out as the check on whether a team can juggle every interruption at once.

Use it for: one voice for Chaos. Exactly one player announces each interruption; the puzzle in progress freezes until it’s dealt with. If two people react, nobody is minding the main module.

Bombs 27 and 28 – Less Time, Heavier Load

Bomb 27 brings one Medium and two Hard modules, bomb 28 three Hard ones. Both keep the full Chaos set on a four-minute clock.

Use it for: ordering the work. Start the Hard puzzle that needs the longest quiet stretch while Chaos is calm, and save quick tasks for the gaps between interruptions.

Bomb 29 – Two Needles

Three random Hard modules and five minutes, with the Slider, the Alarm and two separate Pressure gauges – the busiest Chaos setup anywhere in the campaign.

Use it for: naming things. Agree before the timer how each gauge is called, so a shout of “Pressure!” points at one needle, not both.

Bomb 30 – The Finale

Four random Hard modules, two Alarms, five minutes. Defusing it means all thirty levels are done, which unlocks Master Defuser.

Use it for: finishing cleanly. With four long puzzles there’s no time to redo one. Close each module, say so out loud, and run every Alarm as the same short drill.

Hunting Just in Time! (a defusal in the final three seconds)? Clear every Hard puzzle first and hold back one trivial input whose answer you already know. Never leave a manual lookup or a Braille reading for the last moments.

Training for the Endgame

  • Fix the repeat offender. If the same module ends run after run, isolate it in Custom mode rather than replaying the whole bomb.
  • Only count wins you can explain. A lucky defusal doesn’t prove readiness unless everyone can say how each module was solved.
  • Trade seats now and then. These bombs are long; swapping roles every few attempts keeps attention fresh.

Ready for the Last Ten?

  • Your team has a routine for Switch, Maze, Morse and Monkey-Says.
  • Every long state – a route, a list, a switch row – has exactly one keeper.
  • One player announces all Chaos.
  • The two Pressure gauges on bomb 29 have different names.
  • After any interruption, the module is re-checked before the next input.
  • Modules are finished and announced one at a time.

Quick Answers

What can a random Hard slot hold?

Any of the four Hard puzzles: Switch, Maze, Morse or Monkey-Says.

Which bomb is the toughest?

Judging by content, the last three. Bomb 28 packs three Hard modules and all Chaos types into four minutes, bomb 29 adds a second Pressure gauge, and bomb 30 asks for four Hard modules with two Alarms.

Does the clock only ever get longer?

No. It hits five minutes on Level 20, shrinks to four for bombs 26 to 28, then goes back to five for the final two.

Is there anything after Level 30?

Yes: Endless, where generated waves keep escalating, and Custom, where you build practice bombs or your own challenges.