Maps, floors, and routes

Learn the loop once

Every floor closes into the same loop

Two wings are selected around the center, then a connector is placed between them. Each three-door wing rotates until it faces both neighbors and closes the four-room loop.

Top-down ruleHow the four rooms connect
4 blocks
Generated floor loopA connector, two wings, and a center room make a closed square loop. Each wing is selected and rotated to face both of its neighbors.ConnectorOne per floorWingWingCenterBoth wings connect
2selected wings1center room1connector per floor3doors on each wing

Community orientation noteThe fixed four-block adjacency is package-derived. The three-door wing rotation is documented by the shared match diagrams.

Shown in one valid orientation. Each wing may rotate, but the same four-room loop remains.
Vertical ruleThree stacks, four connectors
F1–F4

ConnectorA connector links rooms on its own floor only; it never provides an ascent to another floor.

The center and two selected wings persist through the match.
Fixed match rules

Know what can appear on each floor

Jack, the Lost Hat, rope posts, and exits follow floor rules even when the selected rooms and their orientation change.

Floor 1 · Side wings only

Jack starts in a wing

Jack never appears in a center or connector. Check both active side wings on the first floor.

Floor 1 · Any room

The Lost Hat needs a plan

Hunters can spot it by sight. Bunnies need a radar tuned to the Diamond frequency to reveal it.

Floors 2 + 3 · Vertical rooms

Six rope posts per match

Each center and side wing contains one post on both floors: three per floor, six total. Connectors and floor 4 have none.

Floor 4 · Side wings only

Two possible exits

Each active side wing has a two-cog Grand Door. Center rooms are rotation hubs and never contain an exit.

Interactive route reference

Pick a room, then read the climb

Community documented

Floor routes, costs, and bypasses are community-documented and may change as Early Access is updated.

The package-backed candidate pools below remain the source of truth for decoded generation. Ring and Circus selection paths are still unresolved.
Center room

Plaza

A single ascent on floors 1-3. The upper ziplines are free, with optional shortcuts.

1
way up per floor
0
Jack locations
0
Grand Doors
F1
First floorStart
  • StaircaseUp
    1 cog

Floor ruleThe Lost Hat can spawn here. Jack never appears in a center room.

F2
Second floorRope floor
  • ZiplineUp
    No cog

    Optional1 cog opens a shortcut between the High Striker and the zipline.

Floor ruleThis room contains one rope post on this floor.

F3
Third floorRope floor
  • ZiplineUp
    No cog

    Optional1 cog opens a shortcut between the High Striker and the zipline.

Floor ruleThis room contains one rope post on this floor.

F4
Fourth floorEscape
  • Rotation onlyNo ascent
    No cog

    Center rooms do not contain a Grand Door. Rotate to either side wing to escape.

Floor ruleThere is no center-room exit and no rope post on floor 4.

What is confirmed for each slot

These candidate pools are decoded from the installed package and stay separate from the community route sheets above. Percent chances are intentionally absent.

Slot 01

Center

2 rooms
  • 01Carousel
  • 02Plaza

Two complete four-floor room sets are present. Live room percentages are not exposed in the local files.

SelectionLive odds unknown
Slot 02

Wing 1

2 rooms
  • 01Organ Hall
  • 02Amusement Hall

Player observation: Organ Hall currently appears more often than Amusement Hall. This is anecdotal, not a verified probability; live or server-side selection may differ.

SelectionLive odds unknown
Slot 03

Wing 2

2 rooms
  • 01Performance Hall
  • 02Chess Court

Two complete four-floor room sets are present. Live room percentages are not exposed in the local files.

SelectionLive odds unknown
Slot 04

Connector

8 variants
  • 01Circus 01
  • 02Circus 02
  • 03Circus 03
  • 04Circus 04
  • 05Performance 01
  • 06Performance 02
  • 07Performance 07
  • 08Performance 08

Each floor uses one of eight packaged connector variants. Live per-variant odds are not exposed in the local files.

SelectionLive odds unknown

Connector variants keep their internal package names (Circus 01-04, Performance 01-08). Those labels are unrelated to the Circus and Performance Hall room families below; every floor draws one connector independently of which center and wing rooms are active.

Open a room family

Each decoded family page contains all four known floor objectives and route notes. Ring and Circus are included separately: both skip the four-floor packed structure the other six families use. Ring is official because the July 28 hotfix names it; Circus is still only an incomplete package clue.

4 floor variants

Carousel

The same route pattern as Plaza: one gated staircase, then two free ziplines. The August 3 hotfix repairs 1F collision.

Changed · August 3 Hotfix (0.5.6540)
4 floor variants

Plaza

A single ascent on floors 1-3. The upper ziplines are free, with optional shortcuts. Current fixes cover the booth-room floor hole, the 2F Rope spot, and the 4F Impostor grab against a ziplining Bunny.

Changed · August 11 Update (0.5.6668)
4 floor variants

Amusement Hall

Team routes matter here: the coaster and cannon need a key and another Bunny to launch you. Later fixes block the 3F wall opening, adjust 2F Gear spawning, repair collision, and reposition the 3F objective.

Changed · August 11 Update (0.5.6668)
4 floor variants

Organ Hall

Two first-floor choices, a team cannon on floor 2, and one true ascent from floor 3.

Changed · July 28 Hotfix
4 floor variants

Chess Court

Two opening routes, a two-part Ferris Wheel gate, and a free floor-3 zipline. The August 4 hotfix targets collision problems and a softlock.

Changed · August 4 Hotfix (0.5.6555)
4 floor variants

Performance Hall

Two opening routes, a two-cog staircase on floor 2, and a Ferris Wheel route on floor 3.

Changed · July 28 Hotfix
Selection unresolved

Ring

Ring adds a zipline on every ascent floor and asks for more cogs than the other center rooms. Current fixes cover the ceiling and lamp, the 3F Rope, a blocked 1F Ticketman, the 1F bench, Mannequin stairs, and the 2F LeBox Rope spot and Cupola chandelier.

Changed · August 11 Update (0.5.6668)
Selection unresolved

Circus

Circus opens with a cannon-or-staircase choice, then a Ferris Wheel ascent, matching the community route pattern of the other side wings. July 31 and August 3 both include Circus 4F fixes, with the newer update explicitly targeting collision.

Changed · August 3 Hotfix (0.5.6540)

Decoded modules: 32 · Route sheets: 8 · Verified build: 0.5.6668