Section 03 — Surveyed worlds
Biomes
26 worlds on record, grouped by route branch. Each file notes palette, materials, residents, and the Controller currently holding the world in malfunction.
Origin branch
Surface branch

Mangrove Basin A1
Flooded lowland of failed sewer-control ruins; swim-to-root-platform rhythm, a hovercraft chase, and a living basin that resisted mechanization.

Wasteland Plain A2
Burst Dash across saltpan and dead canals; pump monoliths, mirage reads, quota gates, and the rare green line that remembers grass.

Hollowmere A3
Calm deep lake with a leviathan silhouette in the parallax; mirror-water vibration reading, Torpedo Swim, pressure locks, and an all-swim boss.

Leviathan Gut A3-secret
Breakable sludge-block tunneling, peristaltic moving floors, photophore light radius, antibody knots, and a heart repaired with Cleansing Mist instead of a boss.
Optional route
Bamboo Thicket A4
Detecting-the-hidden biome; monk-tended wells, resonant growth chimes, false walls, and a held 360-degree prismatic Scanner cone.

Farm Town A5
Status-grenade biome; conveyor silos, quota gates, lobbed fire/ice/slime/poison/stun payloads, and enemy-specific status counters.

Flower Canyon A6
Hide-and-steal stealth biome; matching-bloom hiding, patrol bypasses, scan beams, and route tokens stolen back for the sentient bees.
Sky branch

Canopy Reach U1
Echo and high-low sequence biome; sheet-music gates, A/X high and low whistle call-response, and enemies that respawn as echoes until the loop is broken.

Radar Thicket U2
Fixed-tempo rhythm biome in a metal-tree broadcast forest; beak-drummed cadence, long/short pulse-code routing, and rotating dish beams as rhythm hazards.

Great Cairn U3
Grapple ascent biome; ranger trailcraft, wind-exposed vertical routes, engine-vent thermal pockets, and ice hazards at altitude.

Cloud Terrace U4
Falcon-village murder mystery; storm-chime weather evidence, dispatch-routing investigation, and a final accusation puzzle that becomes a real weather-Controller fight.

Floating Machine City U4-optional
Optional flying-vehicle biome; helicopter, airship, and mini-zeppelin routes through a sealed goblin sky city, with invisible raiders revealed by the Scanner.
Optional route
Ice Spire U5
Advanced jumping ascent and frozen-launch timing; electrified ice, wind-gust climbs, airborne bolt targets, and shielded lightning windows.

Orbital Ring U6
Abandoned galactic broadcaster; vacuum EVA segments, low gravity, tether lines, airlock transitions, and solar-panel alignment.
Down branch

Choral Caverns D1
Coral-frozen harmonics and memory-glass mirages; deletion scars, sound-tested routes, and the Song Harmonic diagnostic tone.

The Foundry D2
Automation override biome; cathedral gears, golden conduit rivers, bot-generator pressure, and the Bot Flow Commander turning obedience into a routed tool.

Transit Hub D3
Vehicle and route-control biome; auto-scrolling rail carts and freight elevators, junction switches, and rescued passengers who help solve the route.

Steam Maze D3-optional
One large connected pressure-routing metroidvania map; a locked Steam Horn chamber, six key branches, and every branch badge required to finish.
Optional route
Fungal Grotto D4
Healing, defense, and status-prevention biome; bouncy spore platforms, toxic clouds, Cleansing Mist timing, and honey as medicine and machine lubricant.

Data Archives D5
Tempo-manipulation and reconstruction descent; holographic glitch enemies, local slow/haste/freeze/reverse rules, and proof-fragment room rebuilds.

Plasma Forge D6
Held-aim Portal Grenade and Ice Grenade pair; two-way maintenance portals, plasma frozen into temporary platforms, and coolant counters against fire enemies.

The Abyss D6-secret
Post-boss secret fall into the world-before-the-Engine; lantern-radius navigation, Wayfinder-guided rescue, and alien light-language.
Optional routeEndgame branch

Sundered Village C1
Two-piece return to the start; familiar landmarks split by rift, the Warden rematch at the Engine Temple, and five root-harmonic focus repairs below.

Harmonic Manifold C2
Crystallized-sound platforms and resonance caustics; the final boss arena where the battle becomes a release sequence.

