ascent
A vertical climb toward a key or switch, usually gated by a breakable or split route so the wrong line dead-ends.
Section 09 — Puzzle surveys · Annex
The surveyed worlds were furnished room by room. Every biome beyond them draws from this shared repertoire instead: 159 puzzle modules built from 6 reusable spatial patterns, filled in per action pool and placed by the generator. Rooms are assembled per expedition, so no single field capture exists — the record here is the pattern, the intent, and the realization where one is on file.
A vertical climb toward a key or switch, usually gated by a breakable or split route so the wrong line dead-ends.
An indirect receiver — a switch, pressure plate, or suspended crate — wired to a blocker column that clears once triggered.
A remote target across a gap or behind a breakable wall, solved by reaching the right sightline rather than the target itself.
Two or more timed switches placed around a single vantage point, requiring a coordinated count within one window.
A caged gallery of enemy-generator waves, cleared by count rather than by reaching a place.
A timed phase-block door paired with a stomp inverter and a key vault behind it.
| Module | Pattern | Tier | Intent | Realization on record |
|---|---|---|---|---|
| collapsing_bonk_ascent | ascent | — | collapsing bonk ascent room for the jump pool: the level key + key gate; below-breakable block rows over the platforms. | — |
| corridor_key_vault | phase_door_vault | — | corridor key vault room for the jump pool: 2 phase blocks as the door (7.0s open window); stomp harmonic inverter on the landing; level key on the vault shelf; key gate at the exit. | — |
| crystal_chain_chasm_key | far_target_bay | — | Chain dash-crystals across the wide chasm to reach the key shelf no jump can span, then bring the key to the gate. | — |
| rooftop_key_hop_ascent | ascent | — | rooftop key hop ascent room for the jump pool: the level key + key gate. | — |
| stomp_switch_ice_floor | causal_rig | — | Stomp the floor switch to shatter the blocker column and open the shaft down to the exit route. | — |
| tremor_stomp_rig | causal_rig | — | tremor stomp rig room for the jump pool: a bolt switch as the receiver; 2-row blocker column (any). | — |
| Module | Pattern | Tier | Intent | Realization on record |
|---|---|---|---|---|
| charged_conduit_gallery Lethal | arena | — | charged conduit gallery room for the bolt pool: a summoner gallery cage. | — |
| depot_stomp_release | causal_rig | — | depot stomp release room for the bolt pool: a bolt switch as the receiver; 3-row blocker column (any). | — |
| dispatch_memory_trio | center_perch | — | dispatch memory trio room for the bolt pool: 3 timed switches (bolt/bolt/bolt, 4.5s) around the perch, coordinator required_count 3. | — |
| double_wall_breach | far_target_bay | — | double wall breach room for the bolt pool: a bolt switch; a breakable wall column sealing the shot lane. | — |
| freight_rope_drop_rig | causal_rig | — | freight rope drop rig room for the bolt pool: a pressure plate + suspended crate as the receiver; 3-row blocker column (any). | — |
| junction_switch_yard | center_perch | — | junction switch yard room for the bolt pool: 2 timed switches (bolt/bolt, 4.0s) around the perch, coordinator required_count 2. | — |
| rail_key_crystal_bay | far_target_bay | — | rail key crystal bay room for the bolt pool: the level key + key gate; a dash crystal; a dash crystal. | — |
| signal_tower_high_shot | far_target_bay | easy | signal tower high shot room for the bolt pool: a bolt switch. | Height can help the player interact with objects, not only reach platforms. |
| Module | Pattern | Tier | Intent | Realization on record |
|---|---|---|---|---|
| charged_strike_block_key | ascent | — | Rows of blocks that only a CHARGED strike can shatter seal the climb to the key; break through, take the key, unlock the exit. | — |
| coral_strike_pair_low | center_perch | — | coral strike pair low room for the strike pool: 2 timed switches (strike/strike, 6.0s) around the perch, coordinator required_count 2. | — |
| dripstone_key_vault | phase_door_vault | — | dripstone key vault room for the strike pool: 3 phase blocks as the door (7.0s open window); stomp harmonic inverter on the landing; level key on the vault shelf; key gate at the exit. | — |
| stomp_repair_plate_rig | causal_rig | — | Stomp the repair switch to shatter the debris column and reopen the passage. | — |
| strike_resonance_timed_pair | center_perch | — | Strike the two resonator switches on either side of the perch within the shared 4.5s window to open the gate. | — |
| strike_tunnel_key_ascent | ascent | — | Strike through the sealed tunnel rows to climb to the key, then unlock the exit. | — |
| valve_strike_crate_rig | causal_rig | — | valve strike crate rig room for the strike pool: a pressure plate + suspended crate as the receiver; 3-row blocker column (strike). | — |
| Module | Pattern | Tier | Intent | Realization on record |
|---|---|---|---|---|
| beam_vault_lock Lethal | phase_door_vault | — | beam vault lock room for the shield pool: 2 phase blocks as the door (6.0s open window); stomp harmonic inverter on the landing; level key on the vault shelf; key gate at the exit; an energy beam corridor (support device). | — |
| crossbeam_crystal_lane Lethal | far_target_bay | — | crossbeam crystal lane room for the shield pool: a bolt switch; an energy beam corridor; a dash crystal. | — |
| pump_house_escort_rig Lethal | causal_rig | — | pump house escort rig room for the shield pool: a pressure plate + suspended crate as the receiver; an energy beam corridor (support device). | — |
| shield_beam_corridor_switch Lethal | far_target_bay | — | An energy beam sweeps the corridor lane between you and the far bolt switch; walk the lane with your shield raised to block the beam, then shoot the switch to open the gate. | — |
| shield_crate_plate_escort Lethal | causal_rig | — | Escort the crate to the pressure plate while an energy beam rakes the approach — block the beam with your shield as you push the crate onto the plate. | — |
| sluice_key_beam_bay Lethal | far_target_bay | — | sluice key beam bay room for the shield pool: the level key + key gate; an energy beam corridor. | — |
| throat_beam_ascent Lethal | ascent | — | throat beam ascent room for the shield pool: the level key + key gate; an energy beam corridor (support device). | — |
| Module | Pattern | Tier | Intent | Realization on record |
|---|---|---|---|---|
| canal_crystal_rig | causal_rig | — | canal crystal rig room for the dash pool: a bolt switch as the receiver; 2-row blocker column (any); a dash crystal (support device). | — |
| crystal_gap_run_bay | far_target_bay | — | Chain three dash crystals across the wide gap to the key shelf — a pure dash run. | — |
| mirage_triple_chain | far_target_bay | — | mirage triple chain room for the dash pool: the level key + key gate; a dash crystal; a dash crystal; a dash crystal. | — |
| monolith_vault_dash | phase_door_vault | — | monolith vault dash room for the dash pool: 2 phase blocks as the door (5.5s open window); stomp harmonic inverter on the landing; level key on the vault shelf; key gate at the exit; a dash crystal (support device). | — |
| quota_dash_collect | arena | — | quota dash collect room for the dash pool: collect tokens + collect gate; a dash crystal (support device). | — |
| sprint_switch_apex | far_target_bay | — | sprint switch apex room for the dash pool: a bolt switch; a dash crystal; a dash crystal. | — |
| timed_dash_switch_bay | far_target_bay | — | Dash off the crystals and hit the high switch at apex to open the gate. | — |
| Module | Pattern | Tier | Intent | Realization on record |
|---|---|---|---|---|
| chime_scan_collect | arena | — | chime scan collect room for the scan pool: collect tokens + collect gate; a perception scan target (support device). | — |
| falsewall_reveal_bay | far_target_bay | — | falsewall reveal bay room for the scan pool: a bolt switch; a perception scan target; a breakable wall column sealing the shot lane. | — |
| keeper_hidden_ascent_hard | ascent | — | keeper hidden ascent hard room for the scan pool: the level key + key gate; strike-breakable block rows over the platforms; the key hidden until scanned. | — |
| rafter_scan_key_bay | far_target_bay | — | rafter scan key bay room for the scan pool: the level key + key gate; a perception scan target; a dash crystal. | — |
| root_scan_crate_rig | causal_rig | — | root scan crate rig room for the scan pool: a pressure plate + suspended crate as the receiver; a perception scan target (support device). | — |
| scan_decoy_switch_bay | far_target_bay | — | Multiple switches face the bay but only the scan-revealed one is real; scan first, then shoot the true switch to open the gate. | — |
| scan_hidden_key_ascent | ascent | — | The key at the top of the climb is invisible until scanned; use the scanner to reveal it (and its hiding spot), then climb and unlock the gate. | — |
| shrine_scan_beam_lane Lethal | far_target_bay | — | shrine scan beam lane room for the scan pool: a bolt switch; a perception scan target; an energy beam corridor. | — |
| sweep_scan_pair_perch | center_perch | — | sweep scan pair perch room for the scan pool: 2 timed switches (bolt/bolt, 5.0s) around the perch, coordinator required_count 2; a perception scan target on the perch. | — |
| understalk_hidden_vault | phase_door_vault | — | understalk hidden vault room for the scan pool: 2 phase blocks as the door (7.0s open window); stomp harmonic inverter on the landing; level key on the vault shelf; key gate at the exit; a perception scan target (support device). | — |
| Module | Pattern | Tier | Intent | Realization on record |
|---|---|---|---|---|
| call_response_pair_perch | center_perch | — | call response pair perch room for the whistle pool: a whistle phrase gate on the perch. | — |
| chorus_gate_bay | far_target_bay | — | chorus gate bay room for the whistle pool: a bolt switch; a whistle phrase gate. | — |
| echo_beam_duet Lethal | far_target_bay | — | echo beam duet room for the whistle pool: a bolt switch; a whistle phrase gate; an energy beam corridor. | — |
| flock_breaker_arena | arena | — | flock breaker arena room for the whistle pool: collect tokens + collect gate; a whistle phrase gate (support device). | — |
| rafter_phrase_ascent | ascent | — | rafter phrase ascent room for the whistle pool: the level key + key gate; a whistle phrase gate (support device). | — |
| refrain_collect_bridge | arena | — | refrain collect bridge room for the whistle pool: collect tokens + collect gate; a whistle phrase gate (support device). | — |
| songline_key_vault | phase_door_vault | — | songline key vault room for the whistle pool: 2 phase blocks as the door (7.0s open window); stomp harmonic inverter on the landing; level key on the vault shelf; key gate at the exit; a whistle phrase gate (support device). | — |
| whistle_collect_relay | arena | — | Whistle the phrase to unlock the token relay, then collect all four tokens around the arena to open the gate. | — |
| whistle_phrase_gate_perch | center_perch | — | Climb the center perch and whistle the correct phrase at the phrase gate to open the way through. | — |
| Module | Pattern | Tier | Intent | Realization on record |
|---|---|---|---|---|
| archive_scan_index_bay | far_target_bay | — | archive scan index bay room for the inverter pool: a bolt switch; a perception scan target. | — |
| checksum_timed_pair | center_perch | — | checksum timed pair room for the inverter pool: 2 timed switches (bolt/bolt, 4.5s) around the perch, coordinator required_count 2. | — |
| index_key_phase_gate | phase_door_vault | — | index key phase gate room for the inverter pool: 3 phase blocks as the door (6.0s open window); stomp harmonic inverter on the landing; level key on the vault shelf; key gate at the exit. | — |
| inverter_phase_door_vault_key | phase_door_vault | — | Stomp the harmonic inverter on the landing to phase open the tall block door sealing the key vault, cross while it's open, grab the key, and drop off the vault's far side to the exit. | — |
| loop_memory_mixed_trio | center_perch | — | loop memory mixed trio room for the inverter pool: 3 timed switches (strike/bolt/bolt, 5.5s) around the perch, coordinator required_count 3. | — |
| paradox_breaker_ascent | ascent | — | paradox breaker ascent room for the inverter pool: the level key + key gate; strike-breakable block rows over the platforms. | — |
| phase_stack_vault_short | phase_door_vault | — | phase stack vault short room for the inverter pool: 2 phase blocks as the door (6.5s open window); stomp harmonic inverter on the landing; level key on the vault shelf; key gate at the exit. | — |
| records_crate_weight_rig | causal_rig | — | records crate weight rig room for the inverter pool: a pressure plate + suspended crate as the receiver; 2-row blocker column (any). | — |
| slow_logic_switchhall_pair | center_perch | — | slow logic switchhall pair room for the inverter pool: 2 timed switches (bolt/bolt, 6.0s) around the perch, coordinator required_count 2. | — |
| time_ray_beam_bay Lethal | far_target_bay | — | time ray beam bay room for the inverter pool: a bolt switch; an energy beam corridor. | — |
| timed_switch_memory_trio | center_perch | — | Three timed switches around the center perch — two low, one high — must all be lit within 5 seconds; find the shot order that beats the reset. | — |
| Module | Pattern | Tier | Intent | Realization on record |
|---|---|---|---|---|
| cleanse_twin_targets_bay | far_target_bay | — | Cleanse both infected blooms on the lane, then hit the high switch to open the gate. | — |
| cleanse_vault_lock | phase_door_vault | — | cleanse vault lock room for the elemental pool: 3 phase blocks as the door (6.0s open window); stomp harmonic inverter on the landing; level key on the vault shelf; key gate at the exit; an elemental payload target (support device). | — |
| compost_crate_rig | causal_rig | — | compost crate rig room for the elemental pool: a pressure plate + suspended crate as the receiver; an elemental payload target (support device). | — |
| coolant_puddock_bay | far_target_bay | — | coolant puddock bay room for the elemental pool: a bolt switch; an elemental payload target. | — |
| crate_press_plate_rig | causal_rig | — | Drop the hanging crate and press it onto the plate to break the blocker column and open the way. | — |
| elemental_silo_burn_bay | far_target_bay | — | Burn away the combustible silo seal on the lane with a fire payload, then shoot the far switch to open the gate. | — |
| harvest_collect_cells | arena | — | harvest collect cells room for the elemental pool: collect tokens + collect gate. | — |
| pollen_burn_ascent | ascent | — | pollen burn ascent room for the elemental pool: the level key + key gate; below-breakable block rows over the platforms; an elemental payload target (support device). | — |
| silo_double_burn | far_target_bay | — | silo double burn room for the elemental pool: a bolt switch; an elemental payload target; an elemental payload target. | — |
| spore_collect_defense | arena | — | Collect all five spore samples scattered around the arena to open the collect gate. | — |
| spore_ward_perch | center_perch | — | spore ward perch room for the elemental pool: 2 timed switches (bolt/bolt, 5.5s) around the perch, coordinator required_count 2; an elemental payload target (support device). | — |
| Module | Pattern | Tier | Intent | Realization on record |
|---|---|---|---|---|
| orbital_low_g_key_ascent | ascent | easy | Use reduced gravity to climb to the level key and return through its gate. | In zero-g, the route is made by starting, coasting, and braking early because motion keeps carrying the player after thrust stops. |
| orbital_low_g_scan_vault | phase_door_vault | complex | Use low gravity to reach and scan the hidden vault control. | In zero-g, the route is made by starting, coasting, and braking early because motion keeps carrying the player after thrust stops. |
| orbital_low_g_switch_perch | center_perch | medium | Cross a low-gravity center perch to activate the side switches. | In zero-g, the route is made by starting, coasting, and braking early because motion keeps carrying the player after thrust stops. |
| orbital_low_g_target_bay | far_target_bay | medium | Use low gravity to line up and hit a remote target across the bay. | In zero-g, the route is made by starting, coasting, and braking early because motion keeps carrying the player after thrust stops. |
| orbital_zero_g_beam_relay Lethal | far_target_bay | complex | Stabilize in zero gravity while completing the beam relay. | In zero-g, the route is made by starting, coasting, and braking early because motion keeps carrying the player after thrust stops. |
| orbital_zero_g_collect | arena | easy | Drift through a zero-gravity chamber to collect the route tokens and open the exit. | In zero-g, the route is made by starting, coasting, and braking early because motion keeps carrying the player after thrust stops. |
| orbital_zero_g_switch_trio | center_perch | complex | Manage zero-gravity momentum to activate a three-switch sequence. | In zero-g, the route is made by starting, coasting, and braking early because motion keeps carrying the player after thrust stops. |
| orbital_zero_g_target_drift | far_target_bay | medium | Control zero-gravity drift while clearing a remote target lane. | In zero-g, the route is made by starting, coasting, and braking early because motion keeps carrying the player after thrust stops. |
| Module | Pattern | Tier | Intent | Realization on record |
|---|---|---|---|---|
| cairn_anchor_beam_bay Lethal | far_target_bay | medium | Use the anchor to reach the firing posture for the beam relay. | A remote anchor can become a movement path. |
| cairn_anchor_collect_arena | arena | medium | Use the grapple route to gather the arena tokens and open the gate. | A remote anchor can become a movement path. |
| cairn_anchor_crate_rig | causal_rig | complex | Grapple into the rig and use its crate receiver to open the route. | A remote anchor can become a movement path. |
| cairn_anchor_crystal_bay | far_target_bay | medium | Grapple across the bay and resolve the crystal control. | A remote anchor can become a movement path. |
| cairn_anchor_gap_switch | far_target_bay | easy | Grapple across the gap to activate the far switch. | A remote anchor can become a movement path. |
| cairn_anchor_key_ascent | ascent | easy | Grapple up the cairn to claim the level key and descend to its gate. | A remote anchor can become a movement path. |
| cairn_anchor_memory_trio | center_perch | complex | Use grapple positioning to read and complete the three-step memory sequence. | A remote anchor can become a movement path. |
| cairn_anchor_phase_vault | phase_door_vault | complex | Grapple to the phase-vault control, open the door, and recover the key. | A remote anchor can become a movement path. |
| cairn_anchor_scan_ascent | ascent | medium | Grapple to the high scan target and reveal the route. | A remote anchor can become a movement path. |
| cairn_anchor_switch_perch | center_perch | medium | Grapple from the center perch to activate the side switch route. | A remote anchor can become a movement path. |
| cairn_anchor_target_bay | far_target_bay | complex | Grapple into position to clear the remote target bay. | A remote anchor can become a movement path. |
| cairn_double_anchor_key_bay | far_target_bay | easy | Chain two grapples across the bay to reach the key. | A remote anchor can become a movement path. |
| Module | Pattern | Tier | Intent | Realization on record |
|---|---|---|---|---|
| hollow_beam_current_bay Lethal | far_target_bay | complex | Hold position in the current while completing the beam relay. | Entering water can change movement from ground arcs into floaty, inertial, depth-based routing. |
| hollow_crystal_current_bay | far_target_bay | complex | Cross the current and activate the harmonic crystal control. | Entering water can change movement from ground arcs into floaty, inertial, depth-based routing. |
| hollow_current_collect | arena | easy | Swim against the current to gather tokens and open the exit. | Entering water can change movement from ground arcs into floaty, inertial, depth-based routing. |
| hollow_current_key_bay | far_target_bay | medium | Cross the current to recover the bay key and return to its gate. | Entering water can change movement from ground arcs into floaty, inertial, depth-based routing. |
| hollow_depth_switch_bay | far_target_bay | medium | Dive to the submerged switch and reopen the route to the surface. | Entering water can change movement from ground arcs into floaty, inertial, depth-based routing. |
| hollow_elemental_current_bay | far_target_bay | complex | Swim through the current to resolve the elemental target bay. | Entering water can change movement from ground arcs into floaty, inertial, depth-based routing. |
| hollow_phrase_current_arena | arena | complex | Navigate the current while entering the whistle phrase that opens the route. | Entering water can change movement from ground arcs into floaty, inertial, depth-based routing. |
| hollow_scan_key_vault | phase_door_vault | complex | Swim to scan the vault control, then recover its key. | Entering water can change movement from ground arcs into floaty, inertial, depth-based routing. |
| hollow_stillwater_key | arena | easy | Swim through still water to collect the level key and unlock the exit. | Entering water can change movement from ground arcs into floaty, inertial, depth-based routing. |
| hollow_switch_perch | center_perch | medium | Swim from the flooded center perch to activate the side switches. | Entering water can change movement from ground arcs into floaty, inertial, depth-based routing. |
| hollow_torpedo_collect | arena | easy | Use torpedo swim to clear the collection route quickly enough to open the gate. | Entering water can change movement from ground arcs into floaty, inertial, depth-based routing. |
| hollow_torpedo_memory_trio | center_perch | complex | Use torpedo swim between three memory stations and complete their sequence. | Entering water can change movement from ground arcs into floaty, inertial, depth-based routing. |
| hollow_torpedo_stomp_perch | center_perch | medium | Use torpedo swim to reach the side perch, then stomp its contact control. | Entering water can change movement from ground arcs into floaty, inertial, depth-based routing. |
| hollow_vertical_key_ascent | ascent | medium | Swim vertically through the flooded shaft to claim the key. | Entering water can change movement from ground arcs into floaty, inertial, depth-based routing. |
| Module | Pattern | Tier | Intent | Realization on record |
|---|---|---|---|---|
| abyss_dark_key_vault | phase_door_vault | — | Stomp the inverter to phase open the short vault door, grab the key inside, and drop out the far side. | — |
| cistern_key_vault | phase_door_vault | — | cistern key vault room for the collect pool: 2 phase blocks as the door (7.5s open window); stomp harmonic inverter on the landing; level key on the vault shelf; key gate at the exit; a perception scan target (support device). | — |
| courier_plate_routing | causal_rig | — | Route the dropped courier crate onto the delivery plate; the scan marker shows the drop line. | — |
| dispatch_collect_route | arena | — | dispatch collect route room for the collect pool: collect tokens + collect gate; a perception scan target (support device). | — |
| evidence_collect_gate | arena | — | Scan for the hidden evidence, then gather all four pieces around the arena to open the gate. | — |
| wayfinder_beacon_collect | arena | — | Light the way: scan to reveal the path, then collect all five beacons around the dark arena to open the gate. | — |
| Module | Pattern | Tier | Intent | Realization on record |
|---|---|---|---|---|
| assembly_crate_press_rig | causal_rig | — | assembly crate press rig room for the automation pool: a pressure plate + suspended crate as the receiver; 3-row blocker column (any). | — |
| bot_standon_switch_line | center_perch | — | Stand-stomp both bot pads on either side of the perch within six seconds to open the gate. | — |
| calibration_scan_bay | far_target_bay | — | calibration scan bay room for the automation pool: a bolt switch; a perception scan target. | — |
| conveyor_key_lock_vault | phase_door_vault | — | conveyor key lock vault room for the automation pool: 3 phase blocks as the door (7.0s open window); stomp harmonic inverter on the landing; level key on the vault shelf; key gate at the exit. | — |
| coolant_beam_conduit Lethal | far_target_bay | — | coolant beam conduit room for the automation pool: a bolt switch; an energy beam corridor. | — |
| lockout_wall_breach_bay | far_target_bay | — | lockout wall breach bay room for the automation pool: a bolt switch; a breakable wall column sealing the shot lane. | — |
| override_bolt_gallery Lethal | arena | — | Override the foundry line: clear two escalating waves from the caged summoner with bolts (a few charged in wave two) to open the gate. | — |
| override_memory_line | center_perch | — | override memory line room for the automation pool: 3 timed switches (stomp/bolt/bolt, 6.0s) around the perch, coordinator required_count 3. | — |
| press_stomp_pair_line | center_perch | — | press stomp pair line room for the automation pool: 2 timed switches (stomp/stomp, 6.0s) around the perch, coordinator required_count 2. | — |
| quota_cell_collect | arena | — | quota cell collect room for the automation pool: collect tokens + collect gate. | — |
| sentinel_gallery_line Lethal | arena | — | sentinel gallery line room for the automation pool: a summoner gallery cage. | — |
| service_hatch_breaker_ascent | ascent | — | service hatch breaker ascent room for the automation pool: the level key + key gate; below-breakable block rows over the platforms. | — |
| Module | Pattern | Tier | Intent | Realization on record |
|---|---|---|---|---|
| decoy_switch_garden | far_target_bay | — | decoy switch garden room for the stealth pool: a bolt switch; a perception scan target. | — |
| drone_beam_slip Lethal | far_target_bay | — | drone beam slip room for the stealth pool: a bolt switch; an energy beam corridor. | — |
| greenhouse_wall_slip | far_target_bay | — | greenhouse wall slip room for the stealth pool: a bolt switch; a breakable wall column sealing the shot lane. | — |
| hidden_cache_vault | phase_door_vault | — | hidden cache vault room for the stealth pool: 2 phase blocks as the door (6.0s open window); stomp harmonic inverter on the landing; level key on the vault shelf; key gate at the exit. | — |
| patrol_gap_scan_ascent | ascent | — | patrol gap scan ascent room for the stealth pool: the level key + key gate; the key hidden until scanned. | — |
| patrol_plate_hold | causal_rig | — | Sneak the crate onto the hold plate to break the patrol barrier and slip through. | — |
| quiet_collect_run | arena | — | quiet collect run room for the stealth pool: collect tokens + collect gate; a perception scan target (support device). | — |
| scan_stealth_seam | ascent | — | Scan to reveal the hidden key at the top of the seam, then break up through the bonk rows from below to reach it unseen. | — |
| seedfall_key_drop_ascent | ascent | — | seedfall key drop ascent room for the stealth pool: the level key + key gate; below-breakable block rows over the platforms; the key hidden until scanned. | — |
| spotlight_plate_smuggle | causal_rig | — | spotlight plate smuggle room for the stealth pool: a pressure plate + suspended crate as the receiver; 2-row blocker column (any). | — |
| waggle_map_memory | center_perch | — | waggle map memory room for the stealth pool: 3 timed switches (bolt/bolt/bolt, 5.0s) around the perch, coordinator required_count 3. | — |
| Module | Pattern | Tier | Intent | Realization on record |
|---|---|---|---|---|
| bloom_exchange_collect | arena | — | bloom exchange collect room for the mix pool: collect tokens + collect gate; a whistle phrase gate (support device). | — |
| conduit_crystal_vault | phase_door_vault | — | conduit crystal vault room for the mix pool: 3 phase blocks as the door (6.5s open window); stomp harmonic inverter on the landing; level key on the vault shelf; key gate at the exit; a dash crystal (support device). | — |
| crossfire_beam_stomp Lethal | center_perch | — | crossfire beam stomp room for the mix pool: 2 timed switches (stomp/bolt, 5.0s) around the perch, coordinator required_count 2; an energy beam corridor (support device). | — |
| double_inverter_lock | phase_door_vault | — | Stomp the inverter and beat the short 5.5s window through the tall phase door to the key vault; drop out the far side. | — |
| five_focus_crossing_trio | center_perch | — | five focus crossing trio room for the mix pool: 3 timed switches (stomp/strike/bolt, 5.5s) around the perch, coordinator required_count 3. | — |
| jump_bolt_mix_bay | far_target_bay | — | Dash-chain across the gap and hit the high switch at apex — movement and aim in one read. | — |
| recap_wall_breach_run | far_target_bay | — | recap wall breach run room for the mix pool: a bolt switch; a dash crystal; a breakable wall column sealing the shot lane. | — |
| relay_beam_crystal_bay Lethal | far_target_bay | — | Shield through the beam, dash off the mid-gap crystal, and land the apex shot on the high relay switch to open the gate. | — |
| stomp_strike_recap_perch | center_perch | — | Stomp the left pad, then strike the right resonator (or vice versa) within five seconds to open the gate. | — |
| Module | Pattern | Tier | Intent | Realization on record |
|---|---|---|---|---|
| beat_stomp_duo | center_perch | — | beat stomp duo room for the rhythm pool: 2 timed switches (stomp/stomp, 4.0s) around the perch, coordinator required_count 2. | — |
| cadence_ladder_trio | center_perch | — | cadence ladder trio room for the rhythm pool: 3 timed switches (bolt/bolt/bolt, 4.5s) around the perch, coordinator required_count 3. | — |
| click_cadence_trio | center_perch | — | Drum the cadence: light all three switches around the perch within four seconds. | — |
| click_pair_tight | center_perch | — | click pair tight room for the rhythm pool: 2 timed switches (bolt/bolt, 3.0s) around the perch, coordinator required_count 2. | — |
| jammer_breaker_arena Lethal | arena | — | jammer breaker arena room for the rhythm pool: a summoner gallery cage. | — |
| pulse_gate_bay | far_target_bay | — | pulse gate bay room for the rhythm pool: a bolt switch; a dash crystal. | — |
| relay_phrase_echo | center_perch | — | relay phrase echo room for the rhythm pool: a whistle phrase gate on the perch. | — |
| static_lane_run | far_target_bay | — | static lane run room for the rhythm pool: the level key + key gate; a dash crystal; a dash crystal. | — |
| tempo_code_opposite_pair | center_perch | — | Tap the code: hit both opposite switches within a tight 3.5s window — stand-shot one way, duck-shot the other. | — |
| Module | Pattern | Tier | Intent | Realization on record |
|---|---|---|---|---|
| steam_crate_pressure_route | causal_rig | — | Drop the crate and press it onto the pressure valve to blow open the sealed route. | — |
| steam_multi_switch_memory | center_perch | — | Work the valve sequence: strike the left valve, shoot the right and upper-left valves, all live within six seconds. | — |
A dash in the realization column means the module was filed directly into the repertoire rather than through the recipe-and-realization catalog; its behavior is on record by intent. Modules marked Lethal can kill a Wondernaut on contact — approach accordingly. See also: the surveyed rooms of Worlds 1–2.