BOMBANANA Chaos Hazards
Chaos in BOMBANANA is not another panel you finish and forget. Slider, Pressure and Alarm are hazards that work against you until the rest of the bomb is done. Handling one once does not remove the responsibility — the question is never "did we solve Chaos?", it is "is it safe right now?".
The three hazards
- Slider. A control marked with a warning symbol that looks like a normal slider until the value starts climbing on its own. The fix is simple: drag it back down and keep watching it.
- Pressure. A persistent hazard that builds and has to be released before it becomes urgent.
- Alarm. A hazard that arrives during longer solves, at exactly the point a team is most likely to be mentally buried in one module.
The Steam page also describes environmental hazards as power outages, obstructions and loud interruptions — the same idea in different words.
When Chaos appears
Campaign levels 1–3 have no Chaos, so the team can learn the basic relay. From level 4 onward, every fixed Campaign level has at least one Chaos slot — 27 of the 30 levels. The escalation points:
- Level 4 — one Slider. The cleanest place to learn "solve" versus "keep under control".
- Level 6 — Pressure joins.
- Level 10 — Alarm arrives during longer Symbol and Piano solves.
- Level 12 — two Chaos systems at once. "Somebody will notice it" stops being a plan.
- Level 26 — all three Chaos types active.
- Level 29 — four Chaos slots (Slider, two Pressure, Alarm) around three Random Hard modules.
Handling one without losing the run
One warning should not make all three players abandon the same module. The reaction should be small:
- One player notices and calls "Chaos."
- The action that would commit the current defusal answer pauses.
- The hazard gets stabilised.
- Someone names the panel you were on: "Back to Piano." The word after "back to" matters — without it, three people return to the bomb remembering three different unfinished tasks.
The dangerous moment is five seconds after Chaos is safe
Saving the warning control feels like success, and that is exactly when a stale-state input happens. Before touching the previous module again, look at what the panel physically shows now — not what someone remembers from before the interruption.
See also the roles guide for settling the team's repeat and reset signals, and how many levels for the full difficulty curve.
Related guides
Roles
What each seat controls and who should sit there.
Read guideHow Many Levels
30 Campaign levels, plus Endless and Custom.
Read guideMore in Modules
All Modules
The full module list with a one-line read for each.
Read guideSwitch Module
Reading the colours, numbers and switches without losing a position.
Read guideMath Module
Solving the expression is one step; the manual picks the branch.
Read guideLever Module
Levers, and how they relate to the switch panel.
Read guideWires
Count first — three wires and four wires are different rules.
Read guideDirection Module
The module that punishes a sloppy 'whose left?'.
Read guideBraille
Braille is an input the blind monkey reads, not a module by itself.
Read guideSymbol Module
Describing a symbol so the manual side finds the same one.
Read guideSoundboard Module
Find the target first, then work the rest.
Read guidePiano Module
A short ordered sequence that must not lose an item.
Read guideMorse Code
Four decoded digits, each tied to its own position.
Read guide