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.

OfficialPackage

Current values

Values are shown exactly where the installed build exposes them. Unknown runtime behavior stays unknown.

Decoded floor variants
4
Package
Live selection odds
Unknown
Not exposed
01

How it works

Plaza can fill its decoded procedural slot as a four-floor room family. Each floor carries its own objective and route actors.

02

Interactions & counters

Room objectives interact with carried keys, cogs, traversal items, Hunter control, and the team’s current route.

03

Practical use

Call the room name and floor number together so teammates know both the landmark and the active objective variant.

Plaza objectives

These are decoded objective and route summaries, not wall-accurate tactical maps.

Floor 1Package

Plaza gate network

Route
Use the center as a rotation hub between generated wings.
Use or limitation
Exact current gate placement is not exposed without property mappings.
Floor 2Not exposed

High Striker / ride pool

Route
Packaged actors include High Striker and ride-path mechanisms.
Use or limitation
Floor-specific assignment remains unresolved in cooked data.
Floor 3Not exposed

High Striker / ride pool

Route
Continue upward through the active plaza objective.
Use or limitation
Treat the markers as an objective pool, not a wall-accurate plan.
Floor 4Package

Center rotation

Route
Use the fourth level to reach a generated wing exit.
Use or limitation
No center Grand Door is assumed from the center-room rule.

Verified build: 0.5.6668 · Last mechanical change: August 11 Update (0.5.6668)