- Carousel
- Plaza
- Ring
Rooms, doors & procedural floors
Floor Maps
Start with the four-room floor loop, then inspect how each room connects and which objective route appears on each level.
- Active blocks / floor
- 4
- Floors
- 4
- Room rule
- Loop four paired doorways
Normal-match generation
Four active room blocks on every floor.
Each floor uses the same closed loop: Center → Wing 1 → Connector → Wing 2 → Center.
FLOOR LOOP4 rooms · 4 door pairs
Center and wings persist through F1–F4. The connector changes on each floor. The loop may rotate or reverse.
Seeded room pools
What can occupy each slot
The three large rooms persist from F1 to F4. The connector changes on each floor.
- Organ Hall
- Amusement Hall
- Circus
- Performance Hall
- Chess Court
- Circus · 01
- Circus · 02
- Circus · 03
- Circus · 04
- Performance · 01
- Performance · 02
- Performance · 07
- Performance · 08
Floor route explorer
Choose a room, then a floor
Select a room and floor. Plans are landmark-relative and can rotate in a generated match.
Map symbols
Room-plan legend Door opening Normal route Bypass / alternate╫ Cog gate↗ Up / landing⌂ Grand Door Room landmark
Selected slotWing 1 pool
Wing 1 pool
Organ Hall
TOP-DOWN · ROOM-RELATIVELAVA PIT
Floor objectiveHigh Striker gate + stair gate
Door connectionsCenter↔ConnectorPositions can rotate; destinations do not.
Route guidance
Normal route
Use either the High Striker route or the gated stairs.
Bypass / caution
Balloon or trampoline can reach the High Striker ledge near the window.