Jack starts in a wing
Jack never appears in a center or connector. Check both active side wings on the first floor.
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.
Community orientation noteThe fixed four-block adjacency is package-derived. The three-door wing rotation is documented by the shared match diagrams.
ConnectorA connector links rooms on its own floor only; it never provides an ascent to another floor.
Jack, the Lost Hat, rope posts, and exits follow floor rules even when the selected rooms and their orientation change.
Jack never appears in a center or connector. Check both active side wings on the first floor.
Hunters can spot it by sight. Bunnies need a radar tuned to the Diamond frequency to reveal it.
Each center and side wing contains one post on both floors: three per floor, six total. Connectors and floor 4 have none.
Each active side wing has a two-cog Grand Door. Center rooms are rotation hubs and never contain an exit.
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.A single ascent on floors 1-3. The upper ziplines are free, with optional shortcuts.
Floor ruleThe Lost Hat can spawn here. Jack never appears in a center room.
Optional1 cog opens a shortcut between the High Striker and the zipline.
Floor ruleThis room contains one rope post on this floor.
Optional1 cog opens a shortcut between the High Striker and the zipline.
Floor ruleThis room contains one rope post on this floor.
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.
These candidate pools are decoded from the installed package and stay separate from the community route sheets above. Percent chances are intentionally absent.
Two complete four-floor room sets are present. Live room percentages are not exposed in the local files.
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.
Two complete four-floor room sets are present. Live room percentages are not exposed in the local files.
Each floor uses one of eight packaged connector variants. Live per-variant odds are not exposed in the local files.
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.
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.
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 variantsA 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 variantsTeam 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 variantsTwo first-floor choices, a team cannon on floor 2, and one true ascent from floor 3.
Changed · July 28 Hotfix4 floor variantsTwo 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 variantsTwo opening routes, a two-cog staircase on floor 2, and a Ferris Wheel route on floor 3.
Changed · July 28 HotfixSelection unresolvedRing 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 unresolvedCircus 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