Section 09 — Puzzle surveys · Annex

The Pattern Library

FG-09-A159 modules18 action pools

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.

The six patterns

ascent

A vertical climb toward a key or switch, usually gated by a breakable or split route so the wrong line dead-ends.

causal_rig

An indirect receiver — a switch, pressure plate, or suspended crate — wired to a blocker column that clears once triggered.

far_target_bay

A remote target across a gap or behind a breakable wall, solved by reaching the right sightline rather than the target itself.

center_perch

Two or more timed switches placed around a single vantage point, requiring a coordinated count within one window.

arena

A caged gallery of enemy-generator waves, cleared by count rather than by reaching a place.

phase_door_vault

A timed phase-block door paired with a stomp inverter and a key vault behind it.

Jump pool (6 modules)

ModulePatternTier IntentRealization 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).

Bolt pool (8 modules)

ModulePatternTier IntentRealization 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.

Strike pool (7 modules)

ModulePatternTier IntentRealization 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).

Shield pool (7 modules)

ModulePatternTier IntentRealization 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).

Dash pool (7 modules)

ModulePatternTier IntentRealization 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.

Scan pool (10 modules)

ModulePatternTier IntentRealization 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).

Whistle pool (9 modules)

ModulePatternTier IntentRealization 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.

Inverter pool (11 modules)

ModulePatternTier IntentRealization 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.

Elemental pool (11 modules)

ModulePatternTier IntentRealization 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).

Gravity pool (8 modules)

ModulePatternTier IntentRealization 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.

Grapple pool (12 modules)

ModulePatternTier IntentRealization 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.

Swim pool (14 modules)

ModulePatternTier IntentRealization 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.

Collect pool (6 modules)

ModulePatternTier IntentRealization 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.

Automation pool (12 modules)

ModulePatternTier IntentRealization 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.

Stealth pool (11 modules)

ModulePatternTier IntentRealization 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.

Mix pool (9 modules)

ModulePatternTier IntentRealization 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.

Rhythm pool (9 modules)

ModulePatternTier IntentRealization 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.

Route Memory pool (2 modules)

ModulePatternTier IntentRealization 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.