# Preferences P softerChecks on # Death reversion setup P revertAspects [ current-positions primary ] # Note: Coins-collected seem to be preserved if you die, but reverted if # you quit-to-menu and re-load. T_T. It's not worth representing that in # the reversion system... # Macros = cutsceneHappens name [ !a {name} gt forced g cutscene At deactivate gt trigger ] = cutsceneTo where [ p {where} g cutscene ] = gainedLevel kind howMany [ A gain {kind}^{howMany} ] = claimPower what [ a claim{what} gt power {what} At gain {what} At deactivate ] = seeItem type what [ oa get{what} gt item {what} gt itemType {type} e gain {what}*1 e deactivate ] = seeSwitch [ oa switch q ElementGun e { set door:open; deactivate } ] = seeFarSwitch [ oa switch q ElementGun&ElementGun2 e { set door:open; deactivate } ] = seeSwitchDoor [ m door:closed > seeSwitch ] = seeFarSwitchDoor [ m door:closed > seeFarSwitch ] = seeOrbSlot [ m orbSlot:empty oa deliverOrb q greenOrb*1 e { set orbSlot:full; lose greenOrb*1; deactivate } ] = seeOrbPedestal [ oa grabOrb q greenOrb*0 e gain greenOrb*1 ] = grabOrbFromPedestal [ n has: greenOrb*0 > seeOrbPedestal ta grabOrb n has: greenOrb*1 ] = seeHugeCoin [ # It's called a "Megatranchip" apparently oa getHugeCoin e { gain hugeCoin*1; save; deactivate } nt [ Also refills health + ammo. ] ] = hugeCoin [ > seeHugeCoin ta getHugeCoin ] = claimItem type what [ a get{what} gt item {what} gt itemType {type} At gain {what}*1 At deactivate ] = useItem what [ A lose {what}*1 g useItem ] = seeCoins howMany [ oa grabCoins e { gain coin*{howMany}; deactivate } ] = coins howMany [ > seeCoins {howMany} ta grabCoins ] = seeChest [ oa chest gt chest e { save; deactivate } ] = coinDoor howMany [ m coinDoor:closed oa spendCoin q coin*1&!coinDoor:open e { lose coin*1; gain spentAt_{__zone__}_{__hereName__}*1 } oa spendTen q coin*10&!coinDoor:open e { lose coin*10; gain spentAt_{__zone__}_{__hereName__}*10 } oa spendFifty q coin*50&!coinDoor:open e { lose coin*50; gain spentAt_{__zone__}_{__hereName__}*50 } oa openCoinDoor q spentAt_{__zone__}_{__hereName__}*{howMany} e { set coinDoor:open; deactivate } gt trigger ] = motorcycleGarage [ m motorcycleDoor:closed oa activateMotorcycle q motorcycleKey*1 e { set motorcycleDoor:open; deactivate } ] = underwater [ > hazard underwater oa loseAir q !?waterBreathing&outOfAir*0 e { gain outOfAir*1 } gt trigger oa ranOutOfAir # name alphabetically after loseAir q !?waterBreathing&outOfAir*2 # triggers after 2nd step e { set outOfAir*0; goto endings//death } gt trigger ] = waterExit [ e { set outOfAir*0 } ] = tookWaterExit [ At { set outOfAir*0 } ] = waterEntrance [ er { set outOfAir*0 } ] = seeIceBlock [ m block:placed oa shiftBlock q GravityGlove e { set block:shifted; deactivate } ] = shiftIceBlock [ > seeIceBlock ta shiftBlock ] # Use 'failBoss' or 'beatBoss' afterwards # Note: Room locks should be implemented via *Defeated requirements. # They're usually not necessary except on edges that leave further. = boss who level [ oa {who} gt bossFight e [ { <{level}>sum(bossFight, {who}){ gain {who}Defeated; deactivate }{ goto endings//death } } ] ] = failBoss who where [ !ta {who}%f # Follow has now taken us to 'death' ending revert slot0 n at: {where} ] = beatBoss who [ ta {who}%s # This means that further 'At's after > beatBoss will correctly only # be available if you beat the boss: a claimReward q {who}Defeated At deactivate gt trigger ] = enemy which [ gd enemy:{which} ] = hazard which [ gd hazard:{which} ] = friendly which [ gd friendly:{which} ] = chat who [ a chatWith{who} gt chat ] = save [ a saveGame gt save At save ] = jaunt where [ p {where} g jaunt ] = shopItem type what howmuch [ oa purchase{what} q money*{howmuch} e lose money*{howmuch} e gain {what}*1 gt item {what} gt itemType {type} ] # Note: Must use shopItem first... = buy what [ ta purchase{what} ] # Instead of tracking every coin picked up from enemies or gained from # selling stuff, I'll just observe money when it seems relevant. = haveMoney howmuch [ A set money*{howmuch} n has money*{howmuch} ] = taxChallenge skill level price [ At [ { <{level}>sum({skill})> { } { lose {price} } } ] ] = rejectChallenge skill level [ At [ { <{level}>sum({skill})>{ }{ bounce } } ] ] = rejectPriceChallenge skill level price [ At [ { <{level}>sum({skill})>{ }{ lose {price}; bounce } } ] ] = reciprocalTaxChallenge skill level price [ er [ { <{level}>sum({skill})>{ }{ lose {price} } } ] ] = reciprocalRejectChallenge skill level [ er [ { <{level}>sum({skill})>{ }{ bounce } } ] ] = reciprocalRejectPriceChallenge skill level price [ er [ { <{level}>sum({skill})>{ }{ lose {price}; bounce } } ] ] = damageBoost avoidWith [ gt damageBoostWithout:{avoidWith} ] = damageBoostBack avoidWith [ gr damageBoostWithout:{avoidWith} ] = sign direction text [ gd sign:{direction} [ {text} ] ] = exitFlight [ At lose FlightUnit er gain FlightUnit ] = seeExitFlight [ e lose FlightUnit er gain FlightUnit ] = enterFlight [ At gain FlightUnit er lose FlightUnit ] = seeEnterFlight [ e gain FlightUnit er lose FlightUnit ] # TODO P softerChecks on # Set up death domain for goto effects domain endings @ death @ @ # Start of journal domain main g time 2025-07-09>20:12 n [ We're flying through space in a cozy spaceship. We're an android. ] S Homeship::top zz Home x down bottom up n [ Plant sample sent by U.C.. Recovered 7 years ago after "dimension fall." ] > claimItem quest plantSample n [ Triggers dimension fall cutscene. ] n has: plantSample*1 ~a dimensionFall q plantSample*1 g cutscene At deactivate n [ We're closest; we might find a DNA quartz? ] ~x spaceTransit LandingSite::mossyShrine - # no reciprocal zz Surface n [ Our thruster & crystal rod broke on impact. Our cartridges all melted on entering the atmosphere. We also lost all map data. Necom sent automatic mobile containers to gather local materials; we need to retrieve them. ] n [ Note: the mobile containers all went to the right... ] > coins 2 n has: coin*2 o right o left g time 2025-07-09>20:25 w g break g time 2025-07-11>20:44 xt left diamondViewBridge right > coins 2 n has: coin*4 t right n at: LandingSite::mossyShrine xt right heldUpBoxes left o up q ?higherJump > coins 2 n has: coin*6 x down rustyFenceCave up > coins 4 n has: coin*10 x left fanFloatsCave right > enemy fanFloat o up fanFloatsCaveTop down q ?higherJump|?freezeEnemies @ fanFloatsCaveTop > seeCoins 2 @ @ x left trappedBlobs right > enemy blob x left balconyDescent right > enemy fanFloat > coins 2 n has: coin*12 x down rustedGirders up qr ?higherJump|?freezeEnemies x right blobLedges left > enemy blob o right q ?higherJump x down crookedGirderSave up qr ?flight > enemy blob > save n [ Note: Saving does NOT refill health... ] o right x left floatsDoor right > enemy fanFloat > coins 1 n has: coin*13 oa grabCoinAbove e { gain coin*1; deactivate } q ?higherJump|?freezeEnemies # Didn't fully explore this before dying ... E death R n at: LandingSite::crookedGirderSave n [ coin is preserved... ] n has: coin*13 t left n at: floatsDoor o left qb ?openYinYangDoors # Now this is fully explored t right n at: LandingSite::crookedGirderSave ta saveGame xt right fourPillarsBridge left > enemy blob > enemy hoverDrill n [ We can see some stuff under this bridge, but no way to get down. ] @ belowFourPillarsBridge > enemy shooter > seeCoins 3 > seeChest @ @ x right pipesPlatformsBottom left > enemy blob o up x down greenGateTunnel up > coins 2 n has: coin*15 o right qb openGreenDoors n [ Maybe an indicator we need 5 green things? ] t up n at: LandingSite::pipesPlatformsBottom xt up pipesPlatformsMid down > enemy hoverDrill o left pipesPlatformsMidLeft right qb ?farJump|?freezeEnemies @ pipesPlatformsMidLeft > seeChest @ @ x up pipesPlatformsSprings down > coins 4 n has: coin*19 x up orbLedge down At gain coin*2 =1 > coins 1 n has: coin*22 > enemy wideFans o right o left q ?higherJump o jumpDown e gain coin*2 =1 xt jumpDown pipesPlatformsMidLeft flyUp qr ?flight n has: coin*24 > claimPower ElementGun F ElementGun ?freezeEnemies x left platformsOverBridge right qb ElementGun > coins 2 n has: coin*26 x left aboveBlobLedges right qb ElementGun > coins 3 # TODO: Was 2 coins in original note... Where did I lose two? n has: coin*29 r left blobLedges right t down n at: LandingSite::crookedGirderSave ta saveGame t left n at: LandingSite::floatsDoor ta grabCoinAbove n has: coin*30 t right n at: LandingSite::crookedGirderSave ta saveGame > jaunt orbLedge n at: LandingSite::orbLedge xt right greenGateDown left qb ElementGun > enemy blob > coins 2 n has: coin*32 n [ We activate numbered switches by shooting them. ] o up q ?higherJump m door:closed oa switch q ElementGun e set door:open ta switch x down trellisLedges up q door:open qr door:open&(?flight|?wallJump) > enemy blob > enemy hoverDrill > coins 3 n has: coin*35 x down belowTrellisSave up qr ?flight|?wallJump > save o right qb ElementGun x down belowTrellisPit up > coins 2 n has: coin*37 > enemy blob t up n at: LandingSite::belowTrellisSave xt right threeViewsLedge left o downRight qr ?wallJump|?flight o downLeft belowTrellisPit upRight qr ?wallJump|?flight e gain coin*1 =1 t downLeft n at: belowTrellisPit t up n at: belowTrellisSave ta saveGame t right n at: LandingSite::threeViewsLedge xt downRight underPath upRight > enemy blob o left o up e gain coin*2 =1 # TODO: Original note had 3 here, but I'm balancing out # known count of 40 below... xt up shootUpNook down n has: coin*40 x up activePlatformsCave down qb ElementGun > enemy blob > enemy hoverDrill o overLeft x up beyondGreenGateTunnel down q ElementGun v left greenGateTunnel right m door:closed oa switch q ElementGun e set door:open ta switch # Revise requirement @ greenGateTunnel right qb beyondGreenGateTunnel::door:open @ @ t left n at: LandingSite::greenGateTunnel t right n at: LandingSite::beyondGreenGateTunnel t down n at: LandingSite::activePlatformsCave > coinDoor 50 n has: coin*40 ta spendTen ta spendTen ta spendTen ta spendTen n has: coin*0 n has: spentAt_LandingSite_activePlatformsCave*40 o leftDoor q coinDoor:open xt overLeft breezyPuddle right x left mossyGirderPlatformComplex right > coins 1 n has: coin*1 > enemy blob > enemy hoverDrill > enemy fanFloat o up q ElementGun e gain coin*2 =1 o upLeft q ElementGun A save revert E death R n at: belowTrellisSave R revert n at: LandingSite::mossyGirderPlatformComplex xt upLeft aboveMossyGirderPlatformComplex down o left qb ?breakSteel # Note: I first thought this was just the same as the rocks... > coins 2 n has: coin*3 t down n at: LandingSite::mossyGirderPlatformComplex xt up blueColumns down n has: coin*5 > enemy hoverDrill x right belowFourPillarsBridge left ta grabCoins n has: coin*8 n [ We can slice bullets! ] ta chest At gain ElementCartridge*1 n has: ElementCartridge*1 n [ Doubles ammo for element gun. ] n [ Still 2 coins short for the coins door... ] > jaunt underPath xt left eyeWingStatue upRight o right o upLeft q ?higherJump&?breakStone xt right eyeWingGreenDoorBack left m door:closed o belowLeft eyeWingGreenDoorFront right qb door:open @ eyeWingGreenDoorFront oa switch q ElementGun e set LandingSite::eyeWingGreenDoorBack::door:open > enemy shooter @ @ n [ This is a dead end I gues... Map does mark coins in one location I'd better get to then. ] > jaunt LandingSite::crookedGirderSave ta saveGame n [ Not here; should have remmebered... ] t left n at: LandingSite::floatsDoor t right n at: LandingSite::crookedGirderSave ta saveGame > jaunt LandingSite::fanFloatsCave xt up n at: LandingSite::fanFloatsCaveTop ta grabCoins n has:coin*10 n [ Exactly enough coins for that door. This retrace was forced... ] > jaunt LandingSite::diamondViewBridge n [ Just double-checking... ] > jaunt LandingSite::heldUpBoxes o upRight q ?breakStone n [ Didn't notice the stone boxes here before... ] t down n at: LandingSite::rustyFenceCave x down hangingPlatforms up qb ElementGun n [ This wasn't apparent before I knew what platforms could be activated. ] v down platformsOverBridge flyUp qr ?flight n [ Not 100% sure about this connection, but oh well... ] x right aboveOrbLedge left v right orbLedge left o flyUp tallBalcony down q flight @ tallBalcony > enemy blob @ @ t right n at: LandingSite::orbLedge > jaunt belowTrellisSave ta saveGame > jaunt LandingSite::activePlatformsCave ta spendTen n has: coin*0 n has: spentAt_LandingSite_activePlatformsCave*50 n state: coinDoor:open n [ The openCoinDoor action is taken as a triggered action when we spend the last coins. ] xt leftDoor greenOrbRoom flyUp qr ?flight|(?higherJump&?wallJump) > enemy blob > enemy hoverDrill > coins 2 n has: coin*2 m orbSlot:empty a escortOrb At { set orbSlot:full; deactivate } o left qb orbSlot:full v right eyeWingStatue upLeft xt left preBossSave right > save o down qr ?flight x leftArches preBossNook right gt hidden > claimItem upgrade LifeCartridge n has: LifeCartridge*1 t right n at: LandingSite::preBossSave ta saveGame xt down walkerArena flyUp n [ We get advice from our buddy about how to attack it. Element gun won't work; downward stab on weak point should be good. ] > boss MilitaryServerCalasma 0 n [ A fun if easy boss. ] > beatBoss MilitaryServerCalasma n [ Yamato pops out of the boss. I guess we saved her! She'd like us to think she's a scientist on a research team. She beams away immediately. Necom informs us that Yamato is just the name of her frame. Her ID isn't on the U.C. database. ] x right MossyWoods::mossyLedge left qb MilitaryServerCalasmaDefeated o up aboveMossyLedge downLeft q ?higherJump @ MossyWoods::aboveMossyLedge > enemy imp > seeCoins 1 o up o down n [ Maybe right too? ] @ @ x down mossyBlueColumns up qr ?flight|?wallJump > enemy imp > coins 1 n has: coin*3 o dropDown orbDestinationNook climbUp qr ?flight|?wallJump @ orbDestinationNook m orbSlot:empty oa deliverOrb q greenOrb*1 e { set orbSlot:full; lose greenOrb*1; deactivate } o down qr ?flying|?wallJump @ @ x downLeft shootersFork up > enemy shooter o right x left pulsingRubyAngelStatue right n [ It's an SS level DNA quartz! ] > cutsceneHappens freeRuby n [ We do a puzzle to slide out the ruby, but a guy in a yellow power suit jumps down and says he's got dibs. Since we can't take it back with our current equipment, we tell Douglas to go ahead and take it. He cuts off the top part & beams it into a carrier. He's in the U.C. database as a legitimate treasure hunter. ] At gain DNARecord*1 n has: DNARecord*1 x left angelGreenOrbNook right n has: greenOrb*0 oa grabOrb q greenOrb*0 e gain greenOrb*1 ta grabOrb n has: greenOrb*1 n [ It's possible to drop the orb, but I'm not going to bother annotating that I think... ] t right n at: MossyWoods::pulsingRubyAngelStatue t right n at: MossyWoods::shootersFork t up n at: MossyWoods::mossyBlueColumns xt dropDown n at: MossyWoods::orbDestinationNook ta deliverOrb n has: greenOrb*0 xt down blobsBlueColumns up > enemy blob v left shootersFork right x right springLadder left qb MossyWoods::orbDestinationNook::orbSlot:full x up aboveMossyLedge down ta grabCoins n has: coin*4 o right n [ Indeed this is an option. ] n [ This feels like a balanced fork. ] xt up mossyBlobsLedge down > enemy blob > coins 2 n has: coin*6 x right LandingSite::eyeWingGreenDoorFront left z MossyWoods # swap zone ta switch o down q ?breakStone qr ?flight&?breakStone e gain coin*2 =1 t left n at: MossyWoods::mossyBlobsLedge t down n at: MossyWoods::aboveMossyLedge xt right mossyBigBlocks left > coins 1 n has: coin*7 o upRight mossyTopBlock left q ?farJump|?higherJump @ mossyTopBlock > enemy shooter @ @ x down mossyMidBlock up qr ?flight|?wallJump > coins 1 n has: coin*8 > enemy crawler o right mossyRightBlock left q ?higherJump @ mossyRightBlock > seeCoins 1 > enemy crawler @ @ x down mossyBlocksSave up qr ?flight > save oa fillObeliskSlot q diamondObeliskKey*1 n [ Not sure what this will do... ] n [ Time for a break... ] g time 2025-07-11>23:08 w g break g time 2025-07-15>13:51 o left mossyBlueTextSocketLedge right qb ?farJump @ mossyBlueTextSocketLedge > seeCoins 1 @ @ x down mossyMachineJunction up > enemy sphereShooter > enemy blob o upLeft mossyBlueTextSocketLedge down q ?higherJump o right x down supplicantStatuesHallway up > coins 2 n has: coin*10 > enemy blob > enemy imp > seeSwitchDoor o down q door:open qr door:open&?flight n [ This is going to be at least a temporary 1-way, so I don't want to go this way yet... ] > jaunt mossyBlocksSave ta saveGame @t left qb ElementGun @ mossyMachineJunction upLeft q ElementGun @ @ n [ I realize I can freeze the enemy below to get across... ] xt left n at: mossyBlueTextSocketLedge ta grabCoins n has: coin*11 a grabKey At { gain diamondObeliskKey*1; deactivate } t right n at: mossyBlocksSave m platforms:retracted ta fillObeliskSlot At { lose diamondObeliskKey*1; set platforms:extended; deactivate } ta saveGame x upRight mossyMidHill downLeft q platforms:extended o left mossyRightBlock right q ElementGun n [ I realize at this point freezing the crawler would have worked... ] @ mossyMidBlock right q ElementGun @ @ o up o downRight xt left n at: mossyRightBlock ta grabCoins n has: coin*12 r fall mossyBlocksSave flyUpMid qr ?flight ta saveGame t upRight n at: mossyMidHill xt up mossyMidPlatform down > enemy imp m midPlatformLeft:inactive m midPlatformRight:inactive a activateLeft q ElementGun At { set midPlatformLeft:active; deactivate } a activateRight q ElementGun At { set midPlatformRight:active; deactivate } o right qb midPlatformRight:active x left mossyTopBlock right qb midPlatformLeft:active v up eyeWingGreenDoorFront down t right n at: mossyMidPlatform xt right mossyHighCoins left > coins 2 n has: coin*14 > seeOrbSlot o right qb orbSlot:full x down mossyOrbPathPlatforms flyUp qr ?flight > enemy shooter > enemy fanFloat > enemy crawler v left mossyMidHill downRight o down qr ?wallJump|?flight x right mossyChamberOrbNook left > grabOrbFromPedestal t left n at: mossyOrbPathPlatforms t left n at: mossyMidHill t up n at: mossyMidPlatform t right n at: mossyHighCoins ta deliverOrb n can: orbSlot:full t down n at: mossyOrbPathPlatforms xt down mossySpikePitPath up > enemy sphereShooter > hazard spikes > coins 2 n has: coin*16 o right q (?flight|?wallJump)&?breakStone qr ?breakStone x upLeft mossyPlatesSmallPlatform down q ElementGun > coins 2 n has: coin*18 t down n at: mossySpikePitPath x left mossyBlobsNook right > enemy blob r left mossyMachineJunction right t up n at: mossyBlocksSave ta saveGame n [ Looking at the map, it looks like there are a bunch of coins below me, plus the next gate is up and to the right past the orb recepticle, so I'm going to take that one-way down first, and then ome back to the place I unlocked on the right. ] > jaunt supplicantStatuesHallway ta switch xt down hemisphereShrineHole up > enemy sphereShooter > enemy blob o right qb ?breakStone > enemy imp o left n [ I try to go let but the floor is missing so I fall... ] !x down coolSurprisePool up At gain coin*2 =1 gt hidden qr ?flight n has: coin*20 o left qb ?breakStone r springUp hemisphereShrineHole - # no reciprocal At gain coin*1 =1 n has: coin*21 xt left mossyAntleredBustOverlook right > enemy imp x left mossyAntleredBustSave right qr ?higherJump > save o left qb ?breakStone > coins 4 n has: coin*25 v belowRight coolSurprisePool left x upLeft brokenColumnOverlook right x left poolTraverseOverheadStart right qr ?higherJump > coins 1 n has: coin*26 m platform:inactive oa activatePlatform q ElementGun e { set platform:active; deactivate } o left qb platform:active x down poolTraverseBottom up > hazard water o right qb ?breakStone > coins 2 n has: coin*28 ... E death n [ Didn't watch my air meter & drowned. ] R n at: mossyAntleredBustSave n has: coin*28 # preserved > jaunt poolTraverseBottom > enemy blob o left . t up n at: poolTraverseOverheadStart ta activatePlatform xt left waterfallPlatform right > enemy blob > coins 2 n has: coin*30 > claimPower CrystalRod At save n [ Apparently... ] F CrystalRod ?breakStone n [ Sweet! ] x downLeft mossyMonolithPool flyUp qr ?flight > enemy jellyfish v right poolTraverseBottom left E death # stupid air meter... R n at: waterfallPlatform n can: CrystalRod t downLeft n at: mossyMonolithPool x left waterfallPoolsPath right q ElementGun n [ Need to freeze the jellyfish to get here. ] > coins 2 # is this correct? n has: coin*32 o up waterfallsPathReward down q ?wallJump|?flight @ waterfallsPathReward > seeHugeCoin @ @ t right n at: mossyMonolithPool t right n at: poolTraverseBottom xt right poolTraverseAccessTop left o down n [ There's even a coin this way... ] > seeCoins 1 r right mossyAntleredBustSave left ta saveGame n [ Time for a break... ] g time 2025-07-15>14:54 w g break g time 2025-07-15>16:32 n [ Going to see if I can play with Gillian on my lap a bit... ] t left n at: poolTraverseAccessTop ta grabCoins n has: coin*33 o fallRight gt hidden e gain coin*2 =1 qr ?flight n [ Hidden is tempting but 1-way is not... ] xt down waterfallChamberTop up qr ElementGun > coins 2 n has: coin*35 o fallDown qr ?flight > enemy shooter o down a grabAnotherCoin q ElementGun At { gain coin*1; deactivate } n has: coin*36 x left windowsPassageway right gt hidden > coins 1 n has: coin*37 x left hiddenBlobsLedge right > enemy blobs > coins 2 n has: coin*39 x down impStairs up > enemy imp o down x right redDiamondPool left gt hidden > enemy jellyfish > enemy imp x up redDiamondLedge down q ElementGun > claimItem quest DarkQuartz n has: DarkQuartz*1 At save t down n at: redDiamondPool t left n at: impStairs xt down impStairsBottom up m door:closed o right qb door:open gb redDoor n [ The door has the number 3 on it. Maybe we need 3x dark quartz? ] > jaunt waterfallChamberTop xt down waterfallChamberBottom up > enemy blob > enemy sphereShooter v flyUp waterfallChamberTop fallDown x right tranquilLakeLeft left > coins 2 n has: coin*41 o acrossRight qb ?waterWalk|?swim o down tranquilLakeBottom up > waterEntrance @ tranquilLakeBottom > underwater @ @ n has: outOfAir*0 xt down n has: outOfAir*1 ... w n at: endings//death n [ Tried to explore underwater] R n at: redDiamondLedge n has: coin*41 > jaunt poolTraverseAccessTop r fallRight tranquilLakeLeft flyUp n has: coin*43 > jaunt mossyAntleredBustSave ta saveGame n [ Now that I can break steel, lots of stuff is open to me. I'm going to focus on coins-on-the-map for now, since a full revisit later is probably going to happen with even more powers. ] n has: coin*43 t belowRight n at: coolSurprisePool n has: coin*43 t springUp n at: hemisphereShrineHole n has: coin*43 xt right crawlerCoinsLeft left n has: coin*43 > coins 1 n has: coin*44 > enemy crawler o right q ElementGun x down crawlerCoinsSpikes upLeft > hazard spikes o upRight crawlerCoinsRight down q ElementGun t upLeft n at: crawlerCoinsLeft xt right crawlerCoinsMid left > coins 2 n has: coin*46 x right crawlerCoinsRight left qb ElementGun o up x right longSpikesHallwayLeft left gt hidden > enemy ceilingTurret o right q ?horizontalDash|?flight > hazard spikes E death n [ Tried to damage tank the spikes. ] R n at: mossyAntleredBustSave > jaunt crawlerCoinsRight xt up twinCoinsLedges down > coins 2 n has: coin*48 o up twinCoinsConnector downLeft q ?flight @ twinCoinsConnector x downRight darkQuartzLaddersLedge up > seeItem quest DarkQuartz @ @ r downLeft mossySpikePitPath right > jaunt mossyBlocksSave ta saveGame n [ I know where the last two coins are: above me and accessible via the steal blocks I can now break. ] g time 2025-07-15>17:30 w g break g time 2025-07-16>10:00 > jaunt eyeWingGreenDoorFront t down n has: coin*50 > jaunt mossyHighCoins xt right mossyOrbGateThreshold left o up q ?wallJump|?flight > coinDoor 50 ta spendFifty n state: coinDoor:open n [ Interesting: after opening this door, only 3 new coin markers appear on my map... ] x right EastTunnels::mossySpringsJunction underLeft qb coinDoor:open o downRight qr ?wallJump|?flight o upLeft > enemy blob xt upLeft mossyLadderBlobs right v down MossyWoods::mossyOrbGateThreshold up x up rockyShooterLedge down o upLeft q ?flight er gain coin*2 =1 o upRight q ElementGun x left chipBed right gt hidden > hugeCoin n has: hugeCoin*1 x up shootersHollow down gr hidden > enemy shooter o up q ?flight gt hidden x right telePlugBump left > claimItem quest TeleporterPlug n has: TeleporterPlug*1 r downRight rockyShooterLedge upLeft n has: coin*2 xt upRight elevatorExchange down n [ Visible to our right is another megatranchip. ] @ blueMegaChipRoom > seeHugeCoin @ @ > hazard spikes x up EastSurface::orbViewSurfaceAccess down q ElementGun > coins 2 n has: coin*4 > save o left o right xt left massiveLiftBase right x up massiveLiftLevel1 down o left x up massiveLiftLevel2 down > hazard sawBlade o left x up massiveLiftTop down > enemy hoverDrill o left o jumpDown qr ?flight|?wallClimb t down n at: massiveLiftLevel2 t down n at: massiveLiftLevel1 xt left liftTeleporterPlugNook up qr ?wallJump|?flight > claimItem quest TeleporterPlug n has: TeleporterPlug*2 x down liftTeleporterPlugNookBottom up qb CrystalRod r down EastTunnels::shootersHollow up > jaunt EastSurface::orbViewSurfaceAccess ta saveGame > jaunt massiveLiftLevel2 @t left q ?wallJump|?higherJump @ @ r fallDown massiveLiftBase flyUp2 qr ?flight t up n at: massiveLiftLevel1 t up n at: massiveLiftLevel2 t up n at: massiveLiftTop o up q ElementGun xt left screenedLedge right > enemy blob v left LandingSite::greenGateDown up t right n at: massiveLiftTop xt up skyStackBase down o up q ?higherJump|?wallJump > enemy hoverDrill > enemy blob > claimItem quest TeleporterPlug n has: TeleporterPlug*3 t down n at: massiveLiftTop o acrossRight qb ?farJump xt jumpDown massiveLiftLedge climbUp v jumpDown massiveLiftBase flyUp qr ?flight > enemy wideFans o right q ?farJump&ElementGun x rightFall teleporterHill flyUpLeft qr ?flight > enemy fanFloat m teleporter:inactive a activateTeleporter q TeleporterPlug*3 At { lose TeleporterPlug*3; set teleporter:active; deactivate } n has: TeleporterPlug*0 r left orbViewSurfaceAccess right ta saveGame t right n at: teleporterHill o downRight teleporterHillLake upLeft > waterEntrance @ teleporterHillLake > underwater @ @ o upRight q ElementGun&?higherJump o takeTeleporter gb teleporter gb journey q teleporter:active n [ Meta: Super interesting design here that we get multiple ability-locked options right next to the one that we can take. Feels good to be reassured we'll come back here later with more to explore. ] xt takeTeleporter OldLabyrinth::cavernsTeleporter takeTeleporter # Note: The "Old Labyrinth" name is shown later... zz SunlitCaverns gd impStatue n [ Now that I see another of these, I go back and annotate the other one I remember... ] @ MossyWoods::eyeWingGreenDoorBack gd impStatue @ @ > coins 2 n has: coin*6 > save o upLeft q CrystalRod&?higherJump qr CrystalRod o left x right ladderPool left o down > waterEntrance > hazard water > coins 1 n has: coin*7 oa grabHighCoin q ?wallJump|?higherJump e { gain coin*1; deactivate } t left n at: OldLabyrinth::cavernsTeleporter n [ Gillian is waking up; time to take a break. ] ta saveGame g time 2025-07-16>10:44 w g break g time 2025-07-16>12:39 xt left dramosRoom right > claimItem quest WanderingDramos n has: WanderingDramos*1 gt trigger n [ We pick it up during a cutscene. Our assistant mentions the statue... ] o left n [ Now I'm curious what will happen if I take it to the other statue... Let's find out! ] > jaunt MossyWoods::eyeWingGreenDoorBack n [ Nothing happens.. ] > jaunt EastTunnels::mossySpringsJunction n [ On my way back, I come through here and realize I haven't been to the right yet. ] xt downRight doorOneThreshold up m door:closed o right qb door:open gb redDoor n [ This door has the number 1 on it. ] x down spikesU upRight qr ?flight|?wallJump > enemy hoverDrill > hazard spikes > enemy sphereShooter x upLeft MossyWoods::darkQuartzLaddersLedge down z EastTunnels ta getDarkQuartz n has: DarkQuartz*2 xt up n at: twinCoinsConnector z EastTunnels t downLeft n at: twinCoinsLedges > jaunt OldLabyrinth::cavernsTeleporter n [ Dramos statue here doesn't react either. ] ta saveGame t left n at: dramosRoom xt left labyrinthEntrance right o up q ?higherJump&(ElementGun|?wallJump)|?flight > enemy blob > enemy imp > enemy hoverDrill o fallDown qr ?flight x climbDown fourSwitchesGate climbUp v flyUp labyrinthEntrance fallDown > enemy blob o right m switch1:inactive m switch2:inactive m switch3:inactive m switch4:inactive m switchPuzzle:reset o down q switchPuzzle:solved n [ Note: spring for return even if gate is closed is visible from up here... ] # We behold a complicated structure of switches and ledges... @ labyrinthEntrance o fallLeft fourSwitchesFour flyUp qr ?flight o fallUpLeft fourSwitchesTwo flyUp q ?airDash|?flight qr ?flight o fallRight fourSwitchesOne flyUp qr ?flight o fallUpRight fourSwitchesThree flyUp q ?airDash|?flight qr ?flight @ fourSwitchesFour o up fourSwitchesTwo down q ?higherJump o down fourSwitchesGate upToFour qr ?higherJump o across fourSwitchesOne across oa hitSwitch q !switchPuzzle:solved&!switch4:active e [ { ??(switchPuzzle:three) { set switch4:active; set switchPuzzle:solved } { set switch1:inactive; set switch2:inactive; set switch3:inactive; set switch4:inactive; set switchPuzzle:reset } } ] @ fourSwitchesTwo o across fourSwitchesThree across qr ?farJump|?airDash o jumpDown fourSwitchesGate upToTwo qr ?flight # Note: switch logic got revised after returning with Thruster... oa hitSwitch q !switchPuzzle:solved&!switch2:active e [ { set switch2:active; ??(switchPuzzle:one) { set switchPuzzle:two } { set switchPuzzle:wrong } } ] @ fourSwitchesOne o up fourSwitchesThree down q ?higherJump o down fourSwitchesGate upToOne qr ?higherJump oa hitSwitch q !switchPuzzle:solved&!switch1:active e [ { set switch1:active; ??(switchPuzzle:reset) { set switchPuzzle:one } { set switchPuzzle:wrong } } ] @ fourSwitchesThree o jumpDown fourSwitchesGate upToThree qr ?flight oa hitSwitch q !switchPuzzle:solved&!switch3:active e [ { set switch3:active; ??(switchPuzzle:two) { set switchPuzzle:three } { set switchPuzzle:wrong } } ] @ @ t climbUp n at: labyrinthEntrance xt fallLeft n at: fourSwitchesFour ta hitSwitch n state: switch1:inactive n state: switch2:inactive n state: switch3:inactive n state: switch4:inactive n state: switchPuzzle:reset xt across n at: fourSwitchesOne ta hitSwitch n state: switch1:active t down n at: fourSwitchesGate xt right lamplitHurdle left > enemy crawler > enemy fanFloat > enemy wideFans > enemy blob > hazard spikes # On the ceiling though... o up lamplitCeilingNook down q ?higherJump|?flight @ lamplitCeilingNook > seeCoins 1 @ @ x right circleHoleMonolithHill left q ElementGun|?farJump|?higherJump|?airDash|?flight > enemy imp x down longFallIntermission up qr ?flight|?wallJump At gain coin*2 =1 n has: coin*9 > enemy blob > enemy hoverDrill x down longFallSave up qr ?flight|?wallJump > enemy hoverDrill > enemy armoredBlob o down o left > save n [ Time for a break. ] g time 2025-07-16>13:29 w g break g time 2025-07-17>14:23 xt left crushersRespite right > hazard crusher > enemy hoverDrill > coins 2 q ElementGun n has: coin*11 o down qr ?flight n [ There's some water down there; looks complicated. ] x left crushersHallway right > hazard crusher o left x down cartridgeNook up qr ?wallJump|?wallClimb|?flight a chest At { gain ElementCartridge*1; deactivate } n [ Increases ammo for element gun. ] n has: ElementCartridge*2 x down waterloggedHallway upMid qr (?higherJump&?wallJump)|?flight > hazard water o upLeft qr ?higherJump > enemy blob > coins 2 n has: coin*13 x upRight upperWaterloggedHallwayLedge down x right upperWaterloggedHallway left qr ?higherJump|?waterWalk > hazard water v upLeft crushersRespite down > enemy nautilus > enemy shooter r upRight longFallSave down > jaunt crushersHallway E death n [ Impatient... ] R n at: longFallSave > jaunt crushersHallway E death R n at: longFallSave > jaunt crushersHallway xt left pastCrushers right v downRight waterloggedHallway upLeft > enemy blob > enemy shooter > coins 1 n has: coin*14 m bottomPiece:unbashed m centerPiece:unbashed m topPiece:unbashed m puzzle:reset a bashCenterPiece q centerPiece:unbashed At [ { ??(!bottomPiece:bashed|topPiece:bashed) {set puzzle:wrong} {set puzzle:midPlaced}; ??(bottomPiece:bashed&topPiece:bashed) { # reset the puzzle if this is 3rd bashed in (thus wrong) set centerPiece:unbashed; set bottomPiece:unbashed; set topPiece:unbashed; set puzzle:reset } {set centerPiece:bashed} } ] n state: puzzle:wrong n state: bottomPiece:unbashed n state: centerPiece:bashed n state: topPiece:unbashed F !puzzle:reset&((bottomPiece:unbashed¢erPiece:unbashed)|(bottomPiece:unbashed&topPiece:unbashed)|(centerPiece:unbashed&topPiece:unbashed)) labyrinthPuzzleOnePieceIn o upLeft x left puzzleRoomRight right o left puzzleRoomLeft right q puzzle:reset|labyrinthPuzzleOnePieceIn qb puzzle:reset @ puzzleRoomLeft oa bashBottomPiece q bottomPiece:unbashed e [ { ??(!centerPiece:bashed&!topPiece:bashed) {set puzzle:bottomPlaced} {set puzzle:wrong}; ??(centerPiece:bashed&topPiece:bashed) { # reset the puzzle if this is 3rd bashed in (thus wrong) set centerPiece:unbashed; set bottomPiece:unbashed; set topPiece:unbashed; set puzzle:reset } {set bottomPiece:bashed} } ] o upMid abovePuzzle down q X qr topPiece:bashed @ @ t right n at: pastCrushers xt upLeft abovePuzzle right oa bashTopPiece q topPiece:unbashed e [ { ??(!centerPiece:bashed|!bottomPiece:bashed) {set puzzle:wrong} {set puzzle:solved}; set topPiece:bashed # The top piece will never reset the puzzle } ] ta bashTopPiece n state: puzzle:wrong n state: bottomPiece:unbashed n state: centerPiece:bashed n state: topPiece:bashed o up qb puzzle:solved o topLeft gt hidden q ?higherJump x downLeft puzzleRoomLeft up ta bashBottomPiece n [ Since it's wrong, third piece resets everything. ] n state: puzzle:reset n state: bottomPiece:unbashed n state: centerPiece:unbashed n state: topPiece:unbashed # Second time is start of actual solution ta bashBottomPiece n state: puzzle:bottomPlaced n state: bottomPiece:bashed n state: centerPiece:unbashed n state: topPiece:unbashed t up n at: abovePuzzle t right n at: pastCrushers ta bashCenterPiece n state: puzzle:midPlaced n state: bottomPiece:bashed n state: centerPiece:bashed n state: topPiece:unbashed t upLeft n at: abovePuzzle ta bashTopPiece n state: puzzle:solved n state: bottomPiece:bashed n state: centerPiece:bashed n state: topPiece:bashed xt up lamplitRuinsSave down > save > enemy blob > enemy hoverDrill x up danglingChains down > coins 2 n has: coin*16 o left q ?higherJump|?airDash > seeSwitchDoor ta switch n state: door:open x underRight lamplitSpheres left q ElementGun&door:open qr door:open > enemy sphereShooter > coins 1 n has: coin*17 o up x right labyrinthDarkQuartzNook left gt hidden > claimItem quest DarkQuartz n has: DarkQuartz*3 > jaunt lamplitRuinsSave ta saveGame n [ Time for a walk. ] g time 2025-07-17>14:18 w g break g time 2025-07-17>14:49 > jaunt lamplitSpheres xt up blueRunesDoorframe down > enemy hoverDrill > enemy armoredBlob o right q ?higherJump o up blueRunesDoorframeCoinLedge down q ElementGun&?higherJump @ blueRunesDoorframeCoinLedge > seeCoins 1 @ @ x left lamplitPipesJunction right > enemy shooter o up q ?wallJump|?flight x left windySawsPool right > enemy fanFloat > hazard sawBlade > coins 3 q ElementGun n has: coin*20 x climbAcross windySawsPoolTop down q ElementGun x downLeft thrusterNiche up qr ?higherJump > claimPower Thruster n [ Our assistant helpfully tells us we should return to previous areas... ] F Thruster ?farJump F Thruster ?higherJump n [ Dissapointing but not surprising... Ah well, at least double-jumping is kinda fun. ] > jaunt blueRunesDoorframe xt up n at: blueRunesDoorframeCoinLedge ta grabCoins n has: coin*21 t down n at: blueRunesDoorframe xt right diamondBracedShaftBottom left > coins 1 q Thruster n has: coin*22 > enemy imp x up diamondBracedShaftMid down q Thruster > coins 1 q Thruster n has: coin*23 > enemy imp o up x left spitterNook right gt hidden qb Thruster > enemy spitter > coins 1 n has: coin*24 r down lamplitPipesJunction up > jaunt lamplitRuinsSave ta saveGame n [ Need to pick up Aaron from the bus soon. ] g time 2025-07-17>15:02 w g break g time 2025-07-17>20:35 t up n at: danglingChains xt left blueLitSphere right > enemy sphereShooter > coins 1 n has: coin*25 x fallAllTheWay longBracedShaftBottom flyUpRight qr ?flight o right > hazard spikes x up longBracedShaft down q Thruster > coins 3 q Thruster n has: coin*28 > enemy shooter v upRight blueLitSphere downLeft x upLeft blueShooterLedge down > enemy shooter x left fansDropTop right gt hidden > enemy fanFloat x down nautilusPoolLeftLedge up qr ?wallJump|?flight o down nautilusPool upLeft > waterEntrance @ nautilusPool > underwater @ @ xt down n at: nautilusPool > enemy nautilus o upRight nautilusPoolRightLedge down q Thruster n has: outOfAir*1 t upLeft n has: outOfAir*0 n at: nautilusPoolLeftLedge m platform:inactive a activatePlatform q ElementGun At set platform:active x across nautilusPoolRightLedge across qb platform:active At gain coin*1 =1 n has: coin*29 > coins 1 n has: coin*30 x up ladderNook - # no reciprocal x up longBracedShaftAccess down v left longBracedShaftBottom right r right abovePuzzle topLeft t up n at: lamplitRuinsSave ta saveGame > jaunt diamondBracedShaftMid xt up diamondBracedShaftTop down q Thruster > enemy shooter > enemy crawler > coins 1 n has: coin*31 o left o right qb door:open > seeSwitchDoor ta switch q ElementGun&Thruster xt left mossySpitterNook right qr Thruster > enemy spitter o topLeft q Thruster nt [ Kinda a tricky jump to get up here. ] o down qr ?wallJump|?flight xt topLeft labyrinthBoxesLedge right o left x up labyrinthBoxesBigCoin down gt hidden q Thruster > hugeCoin n has: hugeCoin*2 t down n at: labyrinthBoxesLedge xt left secondSpitterNook upRight qr Thruster > enemy spitter > coins 1 q Thruster n has: coin*32 x down mossyBlobsUnderpass upLeft qr Thruster > enemy blob v upRight mossySpitterNook down t upLeft n at: secondSpitterNook t upRight n at: labyrinthBoxesLedge t right n at: mossySpitterNook t right n at: diamondBracedShaftTop xt right diamondBracedBlobs left > enemy blob x right coinsCrushers left q Thruster > coins 2 n has: coin*34 > hazard crusher x right diamondBracedLedge left qr Thruster > enemy blob r down labyrinthEntrance up t right t right n at: cavernsTeleporter ta saveGame xt upLeft cavernsTeleporterLedge down > enemy hoverDrill x up upperCavernsLiftTop down q ElementGun&Thruster > seeSwitchDoor > enemy hoverDrill ta switch x left blueLitArmoredBlobs right qb door:open o up q ?flight|(Thruster&?wallJump) > enemy armoredBlob x left blueLitSaws right > hazard sawBlade > coins 2 n has: coin*36 x left twinFallsBasin right qr Thruster > enemy nautilus > hazard water > coins 2 n has: coin*38 x up twinFallsPlatforms down q Thruster > coins 3 q Thruster n has: coin*41 > enemy imp > seeSwitchDoor ta switch x right blueLitSphereLadders left q Thruster&door:open qr door:open > enemy sphereShooter x up blueLitCavern down > enemy blob > enemy imp x upLeft blueLitLeftLedge down q Thruster&ElementGun o up q ?wallJump|?flight x across waterfallWideFansBottom across qb Thruster v down blueLitCavern upRight qr Thruster&ElementGun > enemy wideFans > coins 1 n has: coin*42 x up waterfallThreshold down q ElementGun|Thruster > coins 1 q ElementGun|Thruster n has: coin*43 > coinDoor 50 o left qb coinDoor:open x across waterallHiddenLedge across gt hidden qb Thruster v down waterfallWideFansBottom upRight qr ElementGun&Thruster gr hidden x downRight blueLitDramos up qr ?wallJump|?flight > claimItem quest WanderingDramos n has: WanderingDramos*2 r down blueLitArmoredBlobs up > jaunt cavernsTeleporter ta saveGame t right n at: ladderPool ta grabHighCoin n has: coin*44 @ xt down shooterUnderwater up > waterEntrance > enemy shooter > underwater n [ This room doesn't look doable on my current air meter. ] @ @ t left n at: cavernsTeleporter ta saveGame n [ Something reset the two switches I already activated at some point. Not sure what... ] > jaunt fourSwitchesThree ta hitSwitch n state: switch3:active xt across t down ta hitSwitch n state: switch1:inactive n state: switch2:inactive n state: switch3:inactive n state: switch4:inactive n state: switchPuzzle:reset # This resets things... t across ta hitSwitch n state: switch1:active n state: switchPuzzle:one t across t up ta hitSwitch n state: switch2:active n state: switchPuzzle:two t across ta hitSwitch n state: switch3:active n state: switchPuzzle:three t across t down ta hitSwitch n state: switch4:active n state: switchPuzzle:solved > jaunt cavernsTeleporter ta saveGame n [ I'm exhausted. Time to sleep. ] g time 2025-07-17>22:51 w g break g time 2025-07-18>06:53 > jaunt lamplitHurdle xt up n at: lamplitCeilingNook ta grabCoins n has: coin*45 t down n at: lamplitHurdle t left n at: fourSwitchesGate > jaunt cavernsTeleporter ta saveGame n [ Aaron's up. ] g time 2025-07-18>07:00 w g break g time 2025-07-18>21:45 > jaunt fourSwitchesGate xt down belowFourSwitches up > coins 2 n has: coin*47 > enemy wideFans x down lamplitTreasure up > claimItem upgrade ELMagnet q ElementGun|Thruster n [ Draws in drops from farther away. ] > enemy hoverDrill > enemy blob > enemy sphereShooter n [ Map shows there are coins back in the Surface ] > jaunt cavernsTeleporter t takeTeleporter n at: EastSurface::teleporterHill xt upRight reflectedColumnsPlatform downLeft > coins 3 n has: coin*50 n [ Well that was simple. A lot more potential places to explore here with the Thruster though... I think maye even the first hugeCoin I saw could be taken now? ] n [ As we turn around from here, we see a sinister figure hovering in the air... ] t downLeft n at: teleporterHill t left n at: orbViewSurfaceAccess ta saveGame n [ I want to try damage-tanking the spikes in that one long hallway, and then I also want to try to grab that huge coin. But I'm sleepy now. ] g time 2025-07-18>21:57 w g break g time 2025-07-18>21:57 g time 2025-07-21>14:30 n [ Just a little bit of time; figure I'll go get the big coin w/ double-jump before unlocking the next area? ] > jaunt skyStackBase xt up skyStackMidRight down o left skyStackMidLeft right qb ?breakSteel > enemy hoverDrill x up skyStackUpperRight down q (ElementGun&Thruster)|?flight o left skyStackUpperLeft right qb ?breakSteel > enemy hoverDrill x up skyStackTop down q (ElementGun&Thruster)|(?breakSteel&Thruster)|?flight > claimItem quest WanderingDramos n has: WanderingDramos*3 > jaunt skyStackBase x upLeft skyStackMidLeft down q Thruster x up skyStackUpperLeft down > jaunt skyStackTop x jumpFarLeft westSkyStackLowerLevel flyRight q Thruster qr ?flight v jumpDownRight skyStackBase flyUpLeft qr ?flight o left > hazard spikes > enemy sphereShooter > enemy blob x up westSkyStackTop down q ElementGun&Thruster > claimItem quest DarkQuartz n has: DarkQuartz*4 t down n at: westSkyStackLowerLevel xt left LandingSite::tallBalcony upRight qr ?flight > enemy blob > enemy imp n [ I've been down there but don't remember the exact name for it right now... EDIT: Revised the name of this decision to match; 'down' option already annotated earlier. ] x up ringShrineLedge downRight q ElementGun&Thruster o upLeft q ?flight r downLeft heldUpBoxes upRight xt up dramosPlatform down > claimItem quest WanderingDramos n has: WanderingDramos*4 v downRight ringShrineLedge upLeft q Thruster nt [ Not 100% sure about this requirement. ] x upLeft skyHighSpring right qb ElementGun v down mossyShrine flyUp qr ?flight x jumpLeft westernTopLedge flyRight q Thruster qr ?flight > claimItem quest DarkQuartz n has: DarkQuartz*5 n [ This is top-left corner of the map. ] r down diamondViewBridge climbUp qr ?wallClimb|?flight > jaunt tallBalcony t down n at: aboveOrbLedge > jaunt crookedGirderSave ta saveGame > jaunt aboveMossyGirderPlatformComplex n [ Wondering if I can go left here; not yet... ] > jaunt preBossSave ta saveGame n [ I'm basically just wandering around at this point, re-scanning areas in case I had forgotten secrets that are now open to me. In theory I could use this journal to tell me where they are, but in practice that's hard. ] > jaunt MossyWoods::mossyAntleredBustSave ta saveGame > jaunt waterfallPoolsPath @t up q Thruster @ @ xt up n at: waterfallsPathReward ta getHugeCoin n has: hugeCoin*3 > jaunt mossyAntleredBustSave ta saveGame n has: outOfAir*0 > jaunt tranquilLakeBottom n has: outOfAir*1 w n has: outOfAir*0 n at: endings//death n [ Tried to see if I could get across with Thruster; nope. ] R n at: mossyAntleredBustSave n has: outOfAir*0 > jaunt longSpikesHallwayLeft @t right q Thruster @ @ xt right mossyMonolithsHallway left qb Thruster n [ I can walk off and then jump back on to traverse the platforms here with the Thruster. ] > enemy armoredBlob > enemy sphereShooter > enemy fanFloat > hazard spikes x up mossyMonolithHallwayRafters down q ElementGun > enemy ceilingTurret > claimItem quest DarkQuartz q Thruster n [ Needed to clear small gap. ] n has: DarkQuartz*6 > jaunt orbViewSurfaceAccess ta saveGame n [ Pretty sure I've stripped out all currently-accessible secrest from the areas left of here now. ] > jaunt massiveLiftTop xt acrossRight skySprings left qb Thruster v fallDwn teleporterHill flyUp qr ?flight x right ringShrineHalfBridge left q Thruster qr ?flight > enemy imp o down x up eastCliffDramosNook down q ElementGun&Thruster > claimItem quest WanderingDramos n has: WanderingDramos*5 t down n at: ringShrineHalfBridge xt down eastBigChipLedge flyUp qr ?flight > enemy blob > hugeCoin n has: hugeCoin*4 x down upperShootersLedge up qr Thruster&ElementGun > enemy sphereShooter > enemy shooter x left outerShootersLedge right qr Thruster > enemy shooter > hazard spikes v down reflectedColumnsPlatform flyUp qr ?flight v left massiveLiftLedge right r jumpDownLeft teleporterHill flyUpRight qr ?flight t left n at: orbViewSurfaceAccess ta saveGame n [ Time for a break. ] g time 2025-07-21>15:54 w g break g time 2025-07-22>03:47 t right n at: teleporterHill t takeTeleporter n at: OldLabyrinth::cavernsTeleporter ta saveGame > jaunt waterfallThreshold ta spendFifty n state: coinDoor:open n [ There are *lots* of coins marked all over my map now. ] xt left superSpring right x up HeavensKeep::ringmarkTowerTop - # no reciprocal n [ A classic locked-into-new-area. ] m upperPlatform:stuck o up q Thruster&upperPlatform:unstuck @ upperBottomLeftLedge > seeChest @ @ o fallRight !x fallLeft armorBlobPlains upRight > enemy armorBlob o upRightLeft q ElementGun > hazard water > coins 1 n has: coin*1 o down q ?waterBreathing&?breakSteel > waterEntrance o left shootersLake right > waterEntrance @ shootersLake > underwater > enemy shooter @ @ xt upRightLeft upperBottomLeftLedge down ta chest At gain LifeCartridge*1 n has: LifeCartridge*2 r downRight ringmarkTowerTop flyUpLeft qr ?flight xt fallRight ancientSpiresSave upLeft > save m ferry:inactive oa insertWaterCog q WaterCog*1 e { lose WaterCog*1; set ferry:active; deactivate } o right eastSpiresLakeEdge left > waterEntrance @ eastSpiresLakeEdge > underwater @ @ n [ Seems to be a motorcycle mechanism here too? ] > motorcycleGarage x up spireTops down > coins 2 n has: coin*3 x up crossBracedBlocks down q ElementGun > enemy crawler > coins 2 n has: coin*5 m block:inactive oa activateBlock q ElementGun e { set block:active; deactivate } ta activateBlock x left upperBottomRightLedge right qb block:active|Thruster|?flight n [ You can just barely make this jump without the block moving. ] oa insertWindCog q WindCog*1 e [ { lose WindCog*1; set ringmarkTowerTop::upperPlatform:unstuck; deactivate } ] n [ Speculation at this point, but... ] r fallDown spireTops flyUp qr ?flight t down n at: ancientSpiresSave ta saveGame n has: outOfAir*0 xt right n at: eastSpiresLakeEdge n has: outOfAir*1 o right eastSpiresLakeMain left @ eastSpiresLakeMain > underwater @ @ > seeCoins 2 e set outOfAir*0 nt [ Coins can be picked up without drowning. ] ta grabCoins n has: coin*7 n has: outOfAir*1 r plunge OldLabyrinth::ladderPool - # no reciprocal > tookWaterExit n has: outOfAir*0 t left n at: cavernsTeleporter ta saveGame n [ Not 100% sure I was supposed to take this underwater route yet? I viewed it as a risk but felt trapped... ] > jaunt HeavensKeep::upperBottomLeftLedge x jumpLeft shootersLake flyUpRight qr ?flight > waterEntrance o left w n at: endings//death n [ Unsurprisingly, I drown. ] R n at: OldLabyrinth::cavernsTeleporter > jaunt HeavensKeep::ancientSpiresSave ta saveGame > jaunt eastSpiresLakeEdge w n at: endings//death n [ Try swimming here; drown. I'm exploring more than this actually, looking at the edges of what's reachable up here, but I can't find anything. I feel like I'm supposed to have the motorcycle key, but I don't? I'm not sure how to proceed... ] R n at: ancientSpiresSave n [ Studying the map, it looks like there's some kind of item I missed back near the massive lift! I had thought I'd done a thorough cleanup of the Surface area, but now I'm remembering there was one Thruster-accessible spot I glossed over and forgot. Guess it's time to go back there! Hooray for the map feature, otherwise I would have been *very* frustrated by that requirement. Lo and behold, one of the few metroidvanias since Super Metroid to expect map-reading skills! Because of how the plunge return is hidden, this is a very high-pressure exploration skills situation though! You need to be desperate enough to jump into the water that looks like it will kill you in order to eve nknow you can get back to the first area. Note that you *are* forced to revisit the first area after getting the Thruster to collect a few extra coins (although none up the massive lift if like me you cleared those out before taking the teleporter). ] > jaunt EastSurface::orbViewSurfaceAccess ta saveGame > jaunt massiveLiftLevel2 xt left waterCogNook right > claimItem key WaterCog > jaunt HeavensKeep::ancientSpiresSave ta saveGame ta insertWaterCog n state: ferry:active x acrossRight eastSpiresLakeIslands acrossLeft qb ?waterWalk|ferry:active|(?waterBreathing&?wallJump) x down darkQuartzPool up > waterEntrance qr Thruster > enemy jellyfish > underwater > claimItem quest DarkQuartz At save n has: DarkQuartz*7 n has: outOfAir*1 w n at: endings//death n [ Drowned because I was too slow... ] R n at: darkQuartzPool n has: outOfAir*1 t up n has: outOfAir*0 n at: eastSpiresLakeIslands n [ Thankfully you have enough air to get out, otherwise the auto-save would be a nasty soft-lock. ] x right ancientNave left > enemy armoredBlob > enemy swordArm m door:closed o right ancientNaveLedge left q door:open @ ancientNaveLedge o climbDown gt toBoss @ @ o upLeft q Thruster o upRight ancientNaveAttic down q ?flight @ ancientNaveAttic > seeSwitch @ @ @t upRight q ElementGun&Thruster n [ The blobs aren't tall enough but the swordArm is. ] @ @ xt upRight n at: ancientNaveAttic ta switch o upRight q ?flight|?wallClimb t down n at: ancientNave xt upLeft ancientNaveTower down > coins 2 q Thruster n has: coin*9 o up q ?flight r jumpAcross ancientNaveAttic flyLeft q Thruster qr ?flight t down n at: ancientNave xt right n at: ancientNaveLedge xt climbDown ancientDarkBasinLeft climbUpLeft qr Thruster o right q Thruster t climbUpLeft n at: ancientNaveLedge x fallAllTheWayDown EastOldLabyrinth::ancientBrainCavern flyUp qr ?flight At gain coin*2 n has: coin*11 > boss CyberbrainManagerIzuriha 0 n [ It's a machine made to manage a food plant, so safe to destroy... We cleverly guess that its weakpoint is its brain. ] > beatBoss CyberbrainManagerIzuriha n [ Yamato appears agian... ] x down sunlitDNAStatueCave flyUp q CyberbrainManagerIzurihaDefeated qr ?flight a grabDNAQuartz At { gain DNARecord*1; deactivate } n has: DNARecord*2 n[ Douglas once again claims dibs... ] o right x left boostShaftBottom right gt hidden o up q Thruster n [ Wait this looks like a way back somewhere, even though it was hidden... ] t right n at: sunlitDNAStatueCave xt right sunlitDNAStatueSave left > coins 2 n has: coin*13 > save o right n [ Hmmm. Not sure whether to go right or left now, but I think I'll go further right first. After a break that is. ] g time 2025-07-22>05:11 w g break g time 2025-07-22>07:00 xt right blueShooterStairsTop left > enemy shooter o down x right secretFansLaddersBottom left q Thruster > enemy fanFloat > hazard spikeBlock x up spikeBlocksRoomLedge down q Thruster|?wallClimb > hazard spikeBlock > enemy sphereShooter > hazard spikes > enemy hoverDrill x downLeft underSpikeBlocksRoom up qr ?flight|?wallClimb x down singleLampImp up qr ?flight|?wallClimb > enemy imp o right singleLampQuartzNook left q Thruster&?breakSteel qr ?breakSteel @ singleLampQuartzNook > seeItem quest DarkQuartz @ @ r down blueShooterStairsTop t left n at: sunlitDNAStatueSave ta saveGame t right n at: blueShooterStairsTop xt down Metro::blueShooterStairsBottom up qr Thruster > enemy shooter x left vendingMachinesHallway right > enemy blob > coins 2 n has: coin*15 o rightLadder n [ Motorcycle icon here... ] o leftLadder m blueCardAccess:denied oa scanBlueCard q blueACard*1 e { lose blueACard*1; set blueCardAccess:granted; deactivate } o blueChute qb blueCardAccess:granted o left metroCrate right q CrystalRod&?breakSteel @ metroCrate > seeChest @ @ n [ Aaron is awake so it's time to take a break. ] > jaunt sunlitDNAStatueSave ta saveGame g time 2025-07-22>07:15 w g break g time 2025-07-22>13:34 > jaunt Metro::vendingMachinesHallway xt rightLadder metroMotorcycle down > motorcycleGarage n [ There's a way to fall down here besides the ladder, maybe needed for the motorcycle to traverse it? Too bad I haven't been annotating ladders everywhere... :( ] t down n at: vendingMachinesHallway xt leftLadder metroCogNook down > enemy sphereShooter > claimItem key WindCog n [ Hey I think I know where this goes... ] x left metroNarrowThreshold right gt hidden > enemy armoredBlob m door:closed oa hitSwitch q CrystalRod&?breakSteel&ElementGun e { set door:open; deactivate } o left qb door:open t right n at: metroCogNook > jaunt sunlitDNAStatueSave ta saveGame t left n at: sunlitDNAStatueCave t left n at: boostShaftBottom xt up boostShaftTop down m door:closed o left qb door:open gb redDoor n [ This door has the number 2 on it, so now we've seen 3 red doors numbered 1, 2, and 3. ] r right HeavensKeep::ancientDarkBasinLeft left gr hidden qr Thruster&?breakSteel xt right ancientDarkBasinRight left o up q Thruster x right inactivePlatformTop left gt hidden m platform:inactive o down qb platform:active t left n at: ancientDarkBasinRight n [ When I try to go up, one of the stones is missing. ] @t up q ?wallClimb|?flight @ @ n [ I tried several times; you CANNOT make this jump from high up the left wall, but only just barely not. ] > jaunt upperBottomRightLedge ta insertWindCog r downLeft ringmarkTowerTop flyUpRight q Thruster qr ?flight xt up cloudViewTowerTop down o left o right n [ Meta The "neutral fork" pattern feels appropriate here, given some ludonarrative harmony to the wide open windy sky vibe and high altitude. ] xt left cogWheelTowerTop right > enemy shooter > enemy crawler o left o downLeft o fallDown qr ?flight xt left grassyWestTowerLedge right qb Thruster > enemy shooter > enemy fanFloat m door:closed o left qb door:open gb redDoor n [ This one is also numbered 2... So much for numbers being unique. ] o down westTowerDramosLedge up qr ?flight @ westTowerDramosLedge > seeItem quest WanderingDramos v upRight cogWheelTowerTop downLeft q Thruster @ @ x up underTopQuartzView down q ElementGun&Thruster @ westQuartzLedge > seeItem quest DarkQuartz n [ Not sure how to get here though... ] @ @ m block:inactive oa activateBlock e { set block:active; deactivate} q ElementGun ta activateBlock n [ I can't see how to actually get the quartz even with the block active though... I try but fall far. ] !r fallDown grassyWestTowerLedge flyUp qr ?flight t up n at: underTopQuartzView !x fallFarther westTowerDramosLedge flyWayUp qr ?flight ta getWanderingDramos n has: WanderingDramos*6 n [ Next I try to go upRight but fall trying to judge if Thruster was necesary... ] !x fallRight midTowerLeftHand flyUpLeft qr ?flight > enemy sphereShooter > enemy armoredBlob > enemy flapper v flyUp cogWheelTowerTop fallDown x jumpLeft midTowerCogLedge flyUpRight q Thruster qr ?flight n [ The black-white-and-red cyborg appears and then dissappears here. ] o fallDown qr ?flight x down leftTowerQuartzNook up qr ?Thruster gt hidden > claimItem quest DarkQuartz At save n has: DarkQuartz*8 n has: outOfAir*0 r fallDown shootersLake flyUpToLedge qr ?flight > waterEntrance @ midTowerCogLedge X fallDown v fallDown shootersLake flyUp qr ?flight > waterEntrance @ @ n has: outOfAir*1 w n has: outOfAir*0 n at: endings//death n [ Drowned. ] R n at: leftTowerQuartzNook r fallRight armorBlobPlains flyUpLeftToNook qr ?flight > jaunt underTopQuartzView n [ Still can't figure this out. Maybe there's an approach from the left now that the block is moving? ] > jaunt cloudViewTowerTop xt right blueSigilsSave left > enemy blob > enemy armoredBlob > coins 3 n has: coin*18 > save o right x up aboveBlueSigilsSave down o up qb ?breakSteel o right blueSigilsHugeCoin left qb ?breakSteel @ blueSigilsHugeCoin > seeHugeCoin @ @ t down n at: blueSigilsSave xt right cloudDropDoors left > seeSwitchDoor ta switch x up cloudDropCogLedge down > enemy shooter r downShaft cloudDropDoors upShaft qr ?flight|(Thruster&?wallClimb)|?wallJump At gain coin*2 =1 n has: coin*20 o downLeft blueLightPillarsAtticLeft o downRight blueLightPillarsAtticRight @ blueLightPillarsAtticLeft > seeCoins 1 @ @ @ blueLightPillarsAtticRight > seeCoins 1 @ @ x down blueLightPillarsChamber up qr ?flight At gain coin*1 =1 n has: coin*21 > enemy hoverDrill > enemy armoredBlob o down qr ?flight x right rustedSwordArmPlatform left > enemy shooter > enemy swordArm x up spikedBlockHallway downLeft > enemy sphereShooter > hazard spikeBlock o up q Thruster o right x downRight spikeBlockCoinsUnderhang up qr Thruster > coins 2 n has: coin*23 o down sphereShooterSpikes up qr ElementGun&Thruster t up n at: spikedBlockHallway xt up blueLightsPromenade downRight > coins 2 n has: coin*25 o upRight o upLeft blueCardLedge downLeft q ?flight|(Thruster&?wallClimb) x downLeft blueLightPillarsAtticRight up qr ?wallJump|?wallClimb|?flight ta grabCoins n has: coin*26 v down blueLightPillarsChamber upRight qr ?flight x across blueLightPillarsAtticLeft across ta grabCoins n has: coin*27 @ midTowerHiddenQuartzLedge > seeItem quest DarkQuartz o left qb Thruster n [ I *think* I could make this just barely with Thruster... ] @ @ r down blueLightPillarsChamber upLeft qr ?flight > jaunt spikedBlockHallway xt right crissCrossBlocksCourtyard down > enemy armoredBlob > enemy crawler o upRight q ElementGun&Thruster x upLeft rustyBridgeJunction right q ElementGun&Thruster o up q ?wallClimb|?wallJump|?flight # TODO: Down here to the blueLightsPromenade upRight? x left towerSpitterChamber right > enemy spitter > coins 1 n has: coin*28 @ switchChamber oa switch q ElementGun @ @ x down towerCityViewLadders up m door:closed o left qb door:open x throughLeft switchChamber throughRight gb hidden ta switch At { set towerCityViewLadders::door:open; deactivate } t throughRight n at: towerCityViewLadders xt left blueCardLedge right > claimItem key blueACard o upLeft q ?wallJump|?flight > jaunt crissCrossBlocksCourtyard xt upRight coinsUnderAnkhDoor left > coins 2 n has: coin*30 x down cogsLedgeCoins - # no reciprocal > coins 2 n has: coin*32 x down belowCogsLedgeCoins up qr ElementGun&Thruster > enemy armoredBlob x down cogsSteps up qr Thruster > enemy armoredBlob > enemy sphereShooter x left sphereShooterSpikes right > hazard spikes x left blueSigilsSpring right r up spikedBlockHallway - # no reciprocal > jaunt blueLightPillarsChamber xt down shootersSteps - # no reciprocal o upLeft q Thruster&ElementGun n [ I killed all the shooters too quickly to try this... ] o downRight r fallLeft ancientSpiresSave flyStraightUp qr ?flight ta saveGame n [ Good time for a break. ] n [ Meta: This most recent area has felt high-branching-factor and I'm not confident I've swept all the corners. Don't really mind that after a more recent stretch of search-for-the-next-way-to-go sparseness (at least due to lots of blocked stuff) and a bit of go-here-now-go-there back-and-forth with the wind cog. Key card means I can go down (maybe even get motorcycle key?) but I can also stay up here a bit looking for coins. ] g time 2025-07-22>14:45 w g break g time 2025-07-22>15:17 > jaunt blueSigilsSave x fallUnderRight cloudKissedSpring flyUpLeft v fallDown ancientSpiresSave flyStraighterUp qr ?flight x up rustyLedgeUnderneath down x right midTowerHiddenQuartzLedge left n [ Indeed this is fine to make with Thruster. ] ta getDarkQuartz n has: DarkQuartz*9 n [ It's only at this point that I realize that the dark quartzes which I couldn't find in my inventory are in fact data cards for enemy types. I wonder if they'll turn out to be useful somehow... ] t left n at: rustyLedgeUnderneath t down n at: cloudKissedSpring x jumpLeft ringTowerLeftNook flyUpRight qr ?flight r down upperBottomRightLedge up qr ?flight n [ Note: timing is a bit loose here... ] > jaunt blueSigilsSave ta saveGame g time 2025-07-22>15:44 w g break g time 2025-07-22>15:56 n [ I'll try to cram in a bit more here. This game is *good*. ] > jaunt rustyBridgeJunction n [ I'm looking around to see if I can get up to the tops of areas but I can't yet. ] > jaunt shootersSteps xt downRight cloudSeaBoxesBridge flyUp qr ?flight > coins 2 n has: coin*34 o upRight cloudSeaLedge downLeft q ?flight qr Thruster @ cloudSeaLedge m box:inactive oa startBox q box:inactive&ElementGun e { set box:active; deactivate } @ @ oa startLedgeBox q Thruster&ElementGun&cloudSeaLedge::box:inactive e { set cloudSeaLedge::box:active; deactivate } ta startLedgeBox n [ Thought this box might come my way but instead it goes up. ] x fallDown eastSpiresLakeMain flyWayUp > waterEntrance w n at: endings//death n has: outOfAir*0 n [ Drowned ] R n at: blueSigilsSave > jaunt cloudSeaBoxesBridge !t fallDown n [ Tried to see if I could jump from the falling box to the right here but it's not doable. ] E death R n at: blueSigilsSave > jaunt ancientSpiresSave ta saveGame > jaunt Metro::vendingMachinesHallway ta scanBlueCard n has: blueACard*0 xt blueChute blueChuteBottom up > hazard sawBlade o left x right subwayPlatform left > enemy blob > enemy wideFans o downRight subwayPool upLeft > waterEntrance @ subwayPool > enemy shooter > underwater @ @ x upRight subwayPoolGirders left q ElementGun > coins 1 n has: coin*35 o down subwayPool flyUp > waterEntrance qr ?flight x right subwayChestPlatform upLeft qr ?flight > claimPower BikeUnit gt chest At save n [ Hooray!!! ] F BikeUnit ?waterWalk n [ Now this is a nice fresh powerup! We can even charge down weak enemies! ] n [ I was expecting to transform/ride only in certain areas but we can do it anywhere! Maybe what I thought were garages were in fact form-limited lifts? ] n [ Note: if you stop on water you sink in... ] o downLeft subwayPool upRight qr ?wallClimb|?swim > waterEntrance r acrossPool subwayPlatform acrossPool qb BikeUnit t left n at: blueChuteBottom xt left bCardThreshold right > enemy sphereShooter n [ These enemies are big enough we can't bike them down. ] m blueCardAccess:denied oa scanBlueCard q blueBCard*1 e { lose blueBCard*1; set blueCardAccess:granted; deactivate } o left qb blueCardAccess:granted > jaunt metroMotorcycle n [ My earlier notation was wrong about these. They're just a lift. ] X activateMotorcycle @ HeavensKeep::ancientSpiresSave X activateMotorcycle @ @ r bikeLift HeavensKeep::ancientSpiresSave bikeLift > jaunt ancientNaveLedge x bikeJumpRight oppositeNaveLedge flyBack q BikeUnit&Thruster qr ?flight o up q ?wallClimb|?flight v down ancientDarkBasinRight up r jumpLeft ancientDarkBasinLeft flyUpRight q BikeUnit|Thruster qr ?flight > jaunt armorBlobPlains x crossLake shootersLakeGrassyShore crossLake qb BikeUnit > enemy wideFans x up grassyLedgeSave down q ElementGun > save m door:closed o left qb door:open x up ringletWindowLedge down q Thruster > enemy shooter > enemy blob > seeOrbSlot o up x upRight lowerSawChamber downLeft > enemy blob > hazard sawBlade > coins 1 n has: coin*36 x up upperSawChamber down q Thruster > enemy blob > coins 1 n has: coin*37 x right cloudViewRustyPlatform left o up q ?wallJump|?wallClimb|?flight v fallDown shootersLake flyUpMidLeft qr ?flight > waterEntrance t left n at: upperSawChamber t down n at: lowerSawChamber t downLeft n at: ringletWindowLedge t down n at: grassyLedgeSave ta saveGame t up n at: ringletWindowLedge xt up shooterLampLedges down > enemy shooter > enemy blob > hazard spikes x up brokenColumnsHall down q Thruster > enemy shooter > hazard flamePuffs x up flamePuffsTraverse down > hazard flamePuffs > enemy hoverDrill x up upperFlamePuffsTraverse down x right hangingGaps left n [ This is simple with motorcycle, monotonous with Thruster, but technically doable even without either if you time your jumps really well. ] v fallStraightDown shootersLake flyAllTheWayUp qr ?flight > waterEntrance x right towerSwitchNook left m doorFartherDown:closed a switch q ElementGun At { set doorFartherDown:open; deactivate } t left n at: hangingGaps o fallLeft towerOrbDoorLedge flyUp qr ?flight x fallRight towerHugeCoinLedge flyUp qr ?flight x right towerHugeCoinNook left gt hidden > hugeCoin n has: hugeCoin*5 v fallDown shootersLake flyUpMidRight qr ?flight > waterEntrance x jumpLeft towerOrbDoorLedge flyUpRight q Thruster qr ?flight v fallLeft cloudViewRustyPlatform up x left towerOrbNook right qb doorFartherDown:open > grabOrbFromPedestal n has: greenOrb*1 !a dropOrb q greenOrb*1 At lose greenOrb*1 n [ Oops... ] > jaunt flamePuffsTraverse r jumpUp upperFlamePuffsTraverse fallDown q Thruster t right n at: hangingGaps t fallLeft n at: towerOrbDoorLedge t left n at: towerOrbNook ta grabOrb n has: greenOrb*1 > jaunt ringletWindowLedge ta deliverOrb At set grassyLedgeSave::door:open t down n at: grassyLedgeSave ta saveGame xt left miniColumnsHall right > enemy blob > coins 1 n has: coin*38 x down knightsCathedral up qr Thruster > enemy armoredBlob > enemy swordArm x jumpUp towerCardLedge down q Thruster n [ Kinda a tricky jump unless you freeze the swordArm. ] > claimItem key blueBCard n has: blueBCard*1 > jaunt ancientSpiresSave t bikeLift n at: Metro::metroMotorcycle > jaunt bCardThreshold ta scanBlueCard xt left bCardAccess right x up bCardAccessTop down q ElementGun&Thruster > enemy sphereShooter > coins 2 q Thruster n has: coin*40 > enemy blob x downRight metroCrate upLeft qr ?wallClimb|?wallJump|?flight ta chest At gain CrystalRod2 F CrystalRod2 ?breakSteel t right n at: vendingMachinesHallway t leftLadder n at: metroCogNook t left n at: metroNarrowThreshold ta hitSwitch xt left metroHiddenStorage right > enemy armoredBlob > enemy imp > hugeCoin n has: hugeCoin*6 > jaunt HeavensKeep::ancientSpiresSave ta saveGame n [ Time for a break. ] g time 2025-07-22>17:01 w g break g time 2025-07-23>01:53 > jaunt grassyWestTowerLedge n [ Came up here because next major item is marked on map over here, but I still don't have a way through this no. 2 door. ] > jaunt blueSigilsSave ta saveGame n [ Of course, there's steel blocks over here! ] t up n at: aboveBlueSigilsSave xt right n at: blueSigilsHugeCoin ta getHugeCoin n has: hugeCoin*7 t left n at: aboveBlueSigilsSave xt up threeDotsSteles down > enemy blob > coins 2 n has: coin*42 v fallRight blueCardLedge upLeft o right x left cloudPlatforms right q Thruster x left westQuartzLedge right qb (Thruster&underTopQuartzView::block:active)|?flight n [ Finally found out how this block is used! ] ta getDarkQuartz n has: DarkQuartz*10 o up westQuartzTipTop down q ?wallClimb|?flight t right n at: cloudPlatforms t right n at: threeDotsSteles xt right cogWheelGrassyBridge left > enemy landWhal > enemy sphereShooter v downRight rustyBridgeJunction up x right eastThreeDotsStele left > coins 2 n has: coin*44 > enemy imp > enemy blob x downRight ankhDoorThreshold upLeft qr Thruster m ankhDoor:closed o right qb ankhDoor:open > enemy armoredBlob > jaunt EastOldLabyrinth::sunlitDNAStatueSave ta saveGame > jaunt boostShaftTop n [ Reminds me that we've got multiple coins locked behind no. 2 doors. ] > jaunt OldLabyrinth::cavernsTeleporter ta saveGame > jaunt blueLitLeftLedge n [ Going to map squares nearest visible coins. This is a way out but not a way in. I don't remember where all the steel blocks are. Going to grep the journal if I need to but not yet. ] > jaunt secondSpitterNook n [ Nope, not here either. ] > jaunt thrusterNiche n [ Nope. Now I'm wondering. Did I miss something back in the knightsCathedral? I do know that there are unexplored steel block places remaining, and I vaguely recall some back in the Surface. Maybe time to pay that a visit? Or were there some in the bottom of the metro? IIRC it was water down there and there aren't coins in that area on my map. Feels like the coins on the map right now are misleading. ] n [ At this point I grep this file for info, and find steel blocks at: - aboveMossyGirderPlatformComplex - the skyStack (but I bypassed those I think) - armorBlobPlains (but requires water breathing too) - singleLampQuartzNook (just a DarkQuartz; I should grab that next time I swing by the metro) - metroCrate and metroNarrowThreshold (got both already) - ancientDarkBasinLeft (got that already) - aboveBlueSigilsSave (just did that) So looks like I'm headed for aboveMossyGirderPlatformComplex... What an out-of-the-way place to have to return to. I love it! ] > jaunt cavernsTeleporter t takeTeleporter n at: EastSurface::teleporterHill t left n at: orbViewSurfaceAccess ta saveGame > jaunt mossyAntleredBustSave ta saveGame n [ I take a wrong turn becuase I'm confused about where the aboveMossyGirderPlatformComplex is and map lures me downwards. But then I'm reminded that there's a lake down here I could cross with the BikeUnit! Maybe we'll do that first! ] > jaunt MossyWoods::tranquilLakeLeft xt acrossRight bigBlobIsland acrossLeft n [ Heck yeah biking across water! ] > enemy blob > enemy bigBlob n [ It's not armored so still goes down to the bike. ] v downLeft tranquilLakeBottom upToIsland > waterEntrance qr ?flight|?swim x up bigBlobIslandSave downLeft q ElementGun|Thruster n at: MossyWoods::bigBlobIslandSave > save x downRight littleBlobIsland up > enemy blob v left bigBlobIsland right qb Thruster|BikeUnit|?swim o acrossRight qb BikeUnit|?swim|Thruster o downRight tallToriiLakebed upMid > waterEntrance qr ?swim|?flight @ tallToriiLakebed > seeItem quest DarkQuartz n [ This seems like it might be a softlock since you'd save on getting it but then be deep underwater? IDK. I *don't* want to test that but I'll make the charitale assumption that the devs thought of that and assume your air meter is enough with Thruster to escape the water to the right. ] o upRight q Thruster|?swim > enemy jellyfish > underwater @ @ xt acrossRight tranquilLakeRight acrossLeft m door:closed o right qb door:open gb redDoor n [ This door is a number 1. Probably should be annotating these differently? It now feels like I'll unlock tiers of security access... ] n [ So much for the lake plan. ] > jaunt preBossSave ta saveGame n [ Still navigating mostly by instinct; not efficiently. ] > jaunt aboveMossyGirderPlatformComplex xt left mossyGirderReturnTunnel right o up q ?wallClimb|?evenHigherJump n [ T_T Thruster is *barely* not enough. This wasn't the intended next step at all, which makes sense map-wise. ] n [ Meta: This is an instance where careful journaling bites me: I'd normally have only the vaguest memory of these blocks and wouldn't think they could be a next step until after exploring a lot of other options (one of which probably would be the actual next step. This is doubly true since I'm ignoring map hints (e.g., no items marked on Surfact at all at this point) to go here. ] > jaunt skyStackTop n [ Wandering a bit as I head back to the teleporter. I break the steel blocks up here just or fun. ] > jaunt orbViewSurfaceAccess ta saveGame t right n at: teleporterHill !xt downRight n at: teleporterHillLake @ teleporterHill o acrossLake q (BikeUnit&HighBikeJump)|?flight qr BikeUnit @ @ > enemy nautilus w n at: endings//death n [ Drowned after trying to ride across the lake and hitting a wall. ] R n at: orbViewSurfaceAccess > jaunt reflectedColumnsPlatform n [ I look around a bit here and see a sushi pickup below. ] @ teleporterHill xt acrossLake teleporterHillLakeEastShore acrossLake > seeItem secret Sushi o downLeft teleporterHillLake upRight > waterEntrance qr ?swim|?flight n [ Not sure if Thruster... ] @ @ > jaunt teleporterHill x acrossUnder teleporterHillLakeEastShore - # no reciprocal q BikeUnit&Thruster&ElementGun gt unintended n [ So this is a tricky maneuver where you bike to the wall, then back to get the nautilus loaded, then wait a beat and bike across while the nautilus is moving right. You freeze the nautlius with ElementGun beneath the wall island, then Thruster onto it as your'e falling into the water. Then you double jump from the nautilus back up on the other side of the wall island! I tried to fall all the way down and then jump back up using the nautilus, but you run out of air. Suspect this is not intended. ] ta getSushi n has: Sushi*1 n [ This is the first secret item I've collected. Hooray! ] > jaunt orbViewSurfaceAccess ta saveGame n [ Time for sleep! Battery is also running low. ] g time 2025-07-23>03:24 w g break g time 2025-07-23>06:20 n [ See if I can get some stuff done before kids are up. ] t right n at: teleporterHill t takeTeleporter n at: OldLabyrinth::cavernsTeleporter > jaunt HeavensKeep::ancientSpiresSave ta saveGame > jaunt grassyLedgeSave ta saveGame > jaunt knightsCathedral @ shootersLake xt left nautilusHallway right gt hidden > enemy nautilus > seeHugeCoin > underwater @ @ n [ Looking down from here we can see the huge coin hidden in the room to the left of the shootersLake. This convinces me that the way to the coins marked below here on the map must be through the armorBlobPlains. I had *thought* that required water breathing, but now I'm going to double check that. ] > jaunt armorBlobPlains @ X down # Need to purge + re-add to get rid of waterEntrance o down q ?breakSteel @ @ xt down OldLabyrinth::waterfallLandingPool - # no reciprocalRejectChallenge > hazard water o left x right blueLitCavernAccess left v down blueLitLeftLedge up t left n at: waterfallLandingPool xt left AncientBunker::ancientBunkerThreshold right m door:closed o left qb door:open gb redDoor n [ Another number 2 door. ] m platform:inactive oa activatePlatform e { set platform:active; deactivate } q ElementGun ta activatePlatform x down ancientBunkerEntranceway up qb platform:active x left number2Statue right o left oa activateStatue q knowPassword n [ It asks for a password... We get a key pad with 4 mysterious symbols to enter. Shucks I haven't been paying attention to the glyphs, but Siruby's dialog reminds me we need to. Time to go back and look for it. ] t right n at: ancientBunkerEntranceway a readPassword gt hidden At gain knowPassword n [ It's approximately "5293", written in the elevator shaft. ] t left n at: number2Statue m no2shutters:closed ta activateStatue n [ It's Sister 2! The security program of Nagaragi, which was the space station in charge of this area. Transformed into somthing else entirely after the dimension fall. ] At { set no2shutters:open; deactivate } F no2shutters:open AncientBunker::ancientBunkerThreshold::door:open F no2shutters:open EastOldLabyrinth::boostShaftTop::door:open F no2shutters:open HeavensKeep::grassyWestTowerLedge::door:open n [ Scanning the journal these 3 are all I can find. ] n [ If I had annotated them as per-number powers instead of mechanisms, it would have been easier here, but oh well. ] xt left OldLabyrinth::ancientFanSprings topRight x down westSubwayPlatform upLeft q Thruster|ElementGun > enemy armoredBlob > enemy wideFans > hazard sawBlade x upRight ancientDramosLedge downRight q ElementGun&Thruster > claimItem quest WanderingDramos n has: WanderingDramos*7 r downLeft westSubwayPlatform upMid qr ?flight|(Thruster&?wallJump) gr hidden t upLeft n at: ancientFanSprings > jaunt ancientBunkerThreshold xt left fireWardedCoins right > hazard flamePuffs > coins 2 n has: coin*46 > jaunt HeavensKeep::ancientSpiresSave ta saveGame n [ Kids are up; time to take a break. ] g time 2025-07-23>06:56 w g break g time 2025-07-23>12:24 > jaunt EastOldLabyrinth::boostShaftTop xt left AncientBunker::liftsEntrance right m lifts:off a hitSwitch q CrystalRod2 At { set lifts:on; deactivate } x up ancientLiftsTop downRight q ?wallJump|?wallClimb|lifts:on > coins 1 n has: coin*47 > hazard spikes > enemy shooter x downLeft threePortholesRoom upRight qr ?wallJump|?wallClimb|lifts:on|Thruster > enemy imp > coins 1 q ElementGun n has: coin*48 x down precariousSpikesPlatforms up q CrystalRod2 qr ?flight|?wallJump|?wallClimb > seeSwitchDoor ta switch o lowerRight x upperRight darkQuartzPoolLedge left qb door:open > claimItem quest DarkQuartz n has: DarkQuartz*11 x down darkQuartzPool up qr (?swim&Thruster)|?flight v left precariousSpikesPlatforms lowerRight > hazard water r plunge OldLabyrinth::ladderPool - # no reciprocalRejectChallenge n [ There's a branch in this waterway, and I try to take it again to see if holding a direction can steer me (have to go around a long ways). Finally I'm reminded by this journal that that's the pipe from the eastSpiresLakeEdge. ] n [ Map shows only coins to clean up are at the upper left of the map. ] > jaunt grassyWestTowerLedge xt left spikeBlocksTempleEntrancePool right > hazard water o up o downLeft underBlockConnectingChannel right > waterEntrance @ underBlockConnectingChannel > underwater @ @ xt downLeft n at: underBlockConnectingChannel n has: outOfAir*1 n [ But it's short enough there's no problem with the breath meter. ] > seeCoins 2 e set outOfAir*0 ta grabCoins n has: coin*50 n has: outOfAir*1 n [ No need to collect any more coins; could just walk away from this area now in theory. ] x left armoredBlobsShore right > tookWaterExit n has: outOfAir*0 > enemy armoredBlob > hazard water > hazard spikes o upLeft ankhPlatform downRight q ?flight @ ankhPlatform > seeItem key Ankh @ @ o upRight q ?flight|?wallClimb t right n at: underBlockConnectingChannel t right n at: spikeBlocksTempleEntrancePool xt up firstSpikeBlocksShifter downRight q Thruster x downLeft secondSpikeBlocksShifter upRight qr Thruster x upLeft hoverDrillsGrassyLedge downRight q Thruster > enemy hoverDrill m block:inactive oa activateBlock q CrystalRod2&ElementGun e { set block:active; deactivate } v downLeft armoredBlobsShore upRight ta activateBlock n state: hoverDrillsGrassyLedge::block:active x acrossLeft ankhPlatform acrossRight qb hoverDrillsGrassyLedge::block:active|?flight > hazard spikes ta getAnkh At save n [ It's actually called the "Dramos Key" ] n [ I thought this was going to be an extra secret, but looking at the map I realize that it's required to even get to the coin door (I think). ] > jaunt ankhDoorThreshold a insertAnkh q Ankh*1 At set ankhDoor:open xt right motherDramosRoom left gd impStatue a talkToMotherDramos n [ It's "Mother Dramos", the one who encompasses all dimensions! They recognize us as the "red mechanical fairy :) ] At gain DramosTeleportation oa deliverDramos gt trigger q WanderingDramos*1 e { lose WanderingDramos*1; gain DeliveredDramos*1 } w w w w w w w n has: WanderingDramos*0 n has: DeliveredDramos*7 n [ Now we can teleport using Dramos statues! ] o right qb CrystalRod2 n [ Journal notes "impStatues" at the eyeWingGreenDoorBack and the cavernsTeleporter. ] x dramosGate Menu::dramosTeleportMenu cancel zz MenuNodes q DramosTeleportation gb journey o toSurface MossyWoods::eyeWingGreenDoorBack - # no reciprocal gt journey @ MossyWoods::eyeWingGreenDoorBack o dramosGate HeavensKeep::motherDramosRoom - # no reciprocal q DramosTeleportation gt journey @ @ o toSunlitCaverns OldLabyrinth::cavernsTeleporter - # no reciprocal gt journey @ OldLabyrinth::cavernsTeleporter o dramosGate HeavensKeep::motherDramosRoom - # no reciprocal q DramosTeleportation gt journey @ @ t toSurface n at: MossyWoods::eyeWingGreenDoorBack t dramosGate n at: HeavensKeep::motherDramosRoom xt right motherDramosCoinDoorThreshold upRight qr Thruster&CrystalRod2 > coinDoor 50 ta spendFifty n has: coin*0 n state: coinDoor:open n [ Map shows only a few more coins in this region, and we've discovered another teleporter! Exciting. ] x left sunbeamColumnsTeleporter right q coinDoor:open > save m platform:inactive oa activatePlatform q ElementGun e { set platform:active; deactivate } > enemy blob > enemy hoverDrill m teleporter:inactive oa activateTeleporter q TeleporterPlug*3 e { lose TeleporterPlug*3; set teleporter:active; deactivate } o takeTeleporter qb teleporter:active gb teleporter gb journey ta activatePlatform x down chainedBeam up qb platform:active m lowerPlatform:inactive oa activatePlatform q ElementGun e { set lowerPlatform:active; deactivate } x right blobsLeverNook left qb Thruster|sunbeamColumnsTeleporter::platform:active m redPlatforms:inactive a activateLever At { set redPlatforms:active; deactivate } t left n at: chainedBeam ta activatePlatform o fallWayDown platformsChaosPool flyWayUp qr ?flight x down lowerChainedBeam up qr lowerPlatform:active|Thruster o fallDown platformsChaosPool flyUp qr ?flight x right topPlatformsSwitch left qb redPlatforms:active m topDoor:closed a activateSwitch q ElementGun At { set topDoor:open; deactivate } x swapLiftsDown bottomPlatformsSwitch swapLiftsUp q redPlatforms:active qr Thruster&redPlatforms:active m bottomDoor:closed a activateSwitch q ElementGun At { set bottomDoor:open; deactivate } x down platformsChaosPoolRight upRight qr ?wallJump|?wallClimb|?flight o downRight qb topDoor:open&bottomDoor:open x left platformsChaosPool right > hazard water > enemy flapper x left cogViewBlobsHallway right > enemy blob o left o up q ?flight&CrystalRod2 qr CrystalRod2 t right n at: platformsChaosPool @t flyUp q ElementGun n [ Tricky without the thruster, but possible... ] @ @ t flyUp n at: lowerChainedBeam t fallDown n at: platformsChaosPool t right n at: platformsChaosPoolRight xt downRight underPoolHallway upRight > enemy blob x left switchElevator topRight m door:closed o topLeft qb door:open m ancientPitPlatforms:vanished a hitLever At { set ancientPitPlatforms:appeared; deactivate } @ ancientNaveLedge x ridePlatform ridingAncientPitPlatforms left qb switchElevator::ancientPitPlatforms:appeared o downRight oppositeNaveLedge flyToPlatform qr ?flight o right @ @ a hitSwitch q ElementGun At { set door:open; deactivate } n state: door:open o bottomRight qb ?breakMassiveBlock xt topLeft grassyChainedPlatform right > claimItem key TeleporterPlug n has: TeleporterPlug*1 x down upperGrassyRustedHalfBridge up qr Thruster > enemy armoredBlob x down lowerGrassyRustedHalfBridge up > enemy armoredBlob o down x across aboveAncientNaveAttic across q Thruster qr Thruster|BikeUnit v downLeft ancientNaveAttic upRight @ upperGrassyRustedHalfBridge v across aboveAncientNaveAttic acrossUp qb Thruster @ @ t across n at: lowerGrassyRustedHalfBridge xt down ridingAncientPitPlatforms up xt right threeWindowsPlugNook left > claimItem key TeleporterPlug n has: TeleporterPlug*2 v downLeft oppositeNaveLedge up x right yinYangThreshold left gd mechanicalGate o right qb YinYangKey n [ This stirs a memory of seeing one of these on top of the islands on the tranquilLake. My guess: future third teleportation system. Just adding tags to these for now. If my guess is right and it works the same the dramos statues, there will be one per region, which matches the number I've now seen. ] @ MossyWoods::bigBlobIslandSave gd mechanicalGate @ @ n [ The text "SKIPMORE" is written in the same color as the otherwise non-alphabetical blue glyphs underneath this room. It's a reference to one of the dev groups if I recall correctly. ] > jaunt cogViewBlobsHallway xt left spikyLandWhalLedge right > hazard spikes > enemy armoredBlob > enemy landWhal n [ Motorcycle symbol is a hint here. ] x left cloudSeaLedge right n [ We don't actually need the motorcycle here... ] !r fallRight ancientNaveTower up n [ Oops... that was silly. ] n [ Thankfully via the ancientPitPlatforms it's not that far back. ] > jaunt cloudSeaLedge g time 2025-07-23>13:50 w g break g time 2025-07-23>14:18 x up targetPracticeOutcrop down q ?flight|box:active > enemy shooter m upperBox:inactive oa activateBox q ElementGun e { set upperBox:active; deactivate } ta activateBox x up hoverDrillHand downLeft q upperBox:active|?wallClimb|(Thruster&?wallJump)|?flight > enemy hoverDrill x downRight orbAcrossPlatformsLever upLeft m platforms:inactive a hitLever At { set platforms:active; deactivate } x up orbAcrossPlatformsPedestal down q (Thruster&orbAcrossPlatformsLever::platforms:active)|?flight > grabOrbFromPedestal x across orbAcrossPlatformsSocket across q orbAcrossPlatformsLever::platforms:active&Thruster > seeOrbSlot ta deliverOrb x right hoverDrillChapel left qb orbSlot:full # TODO: These might have been somewhere else? Maybe on the landWhal # ledge? I don't remember. > coins 2 n has: coin*2 > claimItem key TeleporterPlug n has: TeleporterPlug*3 r down cogViewBlobsHallway up > jaunt sunbeamColumnsTeleporter ta activateTeleporter n has: TeleporterPlug*0 ta saveGame xt takeTeleporter IceCanyon::iceColumnsTeleporter takeTeleporter zz IcyPinnacles @ iceTeleporterLedgeSave oa saveGame gt save e save m door:closed x up aboveTeleporterLedge down oa switch q ElementGun e { set iceTeleporterLedgeSave::door:open; deactivate } @ @ o right iceTeleporterLedgeSave left qb door:open x left canyonOverlook right o jumpDown x jumpAcross canyonLeftLedge jumpAcross q Thruster m door:closed o left qb door:open x up canyonIcyGirder down q Thruster o up q ?wallJump|?wallClimb|?flight t down n at: canyonLeftLedge x jumpDown invisIceIntro flyUpLeft qr ?flight gt hidden gd invisible v jumpUpRight canyonOverlook jumpDown q Thruster > coins 1 n has: coin*3 o fallLeft o fallRight n [ Meta: This invisible ice makes it tricky to estimate what will be a one-way or not. Just need to have faith in the eventual reachability of all ponts I guess. Nice that in this third area they're building us up to do even more interesting exploration poetics stuff! ] xt fallRight canyonRightCoinLedge jumpUpLeft gr hidden qr Thruster > coins 1 n has: coin*4 n [ One piece of invisIce makes the jump back up possible. ] x down canyonBottomSave upRight qr Thruster > coins 1 n has: coin*5 > save > enemy blob v flyUp invisIceIntro fallLeft n [ If I had chosen left instead of right, I might never have been aware that it's possible to jump back up the canyon..! Seems like risky design, since it's kinda important to know whether you can get back to the teleporter or not. Maybe we'll be able to make it back via the right side before any important items get discovered? ] o right x left canyonSmallPillar right q Thruster > coins 1 # Might have been 2 here and 1 missing elsewhere... n has: coin*6 > enemy wideFans > hazard spikes x acrossLeft canyonDramosLedge acrossRight qb ElementGun&Thruster > claimItem quest WanderingDramos n has: WanderingDramos*1 n [ Deposited the other 7 already. ] x down westCanyonOutlet up qr ElementGun&Thruster v upRight canyonSmallPillar downLeft q Thruster n [ Meta: I missed annotating these enemies the first time around. ] > enemy hoverDrill > enemy blob x left deepFissureBridge right > coins 2 n has: coin*8 > seeSwitchDoor ta switch x left iceCaveSphereShooter right qb door:open o up q ?flight x downLeft titaniumBlocksLedge upRight qr Thruster > coins 2 n has: coin*10 o left q ?breakTitanium !x down diamondGleamCave up m platform:inactive qr ?flight|platform:active m doors:closed oa leftSwitch q ElementGun&?fartherShots e { set doors:open; deactivate } > enemy hoverDrill oa activatePlatform q ElementGun&doors:open e { set platform:active; deactivate } x down gleamingArmoredBlobsLedge up > enemy armoredBlob x left tripleGleamIceCave right qr Thruster|ElementGun > enemy sphereShooter > enemy blob x left gleamingChestNook right > claimPower ElementGun2 gt chest At save n [ Shoots a little farther. ] F ElementGun2 ?fartherShots n [ Meta: Fascinating that we only have the one unexplored option opened by this... Barely feels like a major item yet. ] > jaunt diamondGleamCave ta leftSwitch ta activatePlatform t up n at: titaniumBlocksLedge > jaunt canyonBottomSave ta saveGame n [ Time to walk Dijkstra and then pick up Aaron. ] g time 2025-07-23>14:52 w g break g time 2025-07-23>22:29 xt right gleamingCavernViewJunction left > enemy armoredBlob o up qb ?breakMassiveBlock > seeFarSwitchDoor o right qb door:open ta switch x down glitteringCavern up qr ?flight At gain coin*2 =1 n has: coin*12 o right > enemy sphereShooter > enemy armoredBlob > hugeCoin n has: hugeCoin*8 > seeSwitchDoor o left qb door:open ta switch xt left glitteringPassage right > enemy downBeamer > enemy blob > coins 1 n has: coin*13 x up massiveBlockLanding down q Thruster|ElementGun o left qb ?breakMassiveBlock r up canyonBottomSave - # no reciprocal ta saveGame > jaunt glitteringCavern xt right beamerSteps left > enemy downBeamer > enemy wheel > enemy blob > hazard icicles > coins 2 n has: coin*15 o right qb ?breakTitanium > jaunt gleamingCavernViewJunction xt right cryotankValley left > enemy popupWalker > enemy blob > enemy hoverDrill n [ Freeze the big one. ] > claimItem upgrade ELMagnet q ElementGun&Thruster gt chest At save n has: ELMagnet*2 x right fanCoinsIceHills left > enemy fanFloat > coins 2 q ElementGun&Thruster n has: coin*17 o right q ElementGun|Thruster x upRight juttingCrystalPlatform downLeft q Thruster&ElementGun o downRight qr ?flight x jumpLeft iceHillsClearIce jumpRight qb BikeUnit|Thruster gt hidden gd invisible n [ Instinct serves me well. Loving these invisible platforms! ] v fallDown fanCoinsIceHills flyUp qr ?flight o up q ?wallJump|?flight > coins 1 n has: coin*18 x left icyHangingDeck right > coins 1 n has: coin*19 > enemy wideFans v fallDown cryotankValley flyUp qr ?flight x left iceTeleporterLedgeSave right q BikeUnit|ElementGun qr ElementGun ta saveGame xt up q Thruster n at: aboveTeleporterLedge ta switch x upRight iceColumnAncientLedge downLeft o upLeft q ?flight > coins 2 n has: coin*21 > enemy blob > hazard icicles v downRight iceHillsClearIce up x right tallIcePrismLedge left > enemy sphereShooter o downRight qr ElementGun&Thruster x right snootBeastLedges left qb BikeUnit|Thruster o downLeft qr ?flight > enemy snootBeast x upRight glitteringHillside downMid q ElementGun&Thruster n [ You have to freeze a snootBeast as it turns around. ] > enemy wheel ... x left icyMountainFulcrumSave right > save t right n at: glitteringHillside > coins 1 n has: coin*22 o downRight qr ?flight|?wallJump ... x right shootersLadderTop left > enemy shooter > enemy sphereShooter o down t left n at: glitteringHillside x up snootBeastLowerPlatform down q ElementGun&Thruster > enemy snootBeast > coins 2 n has: coin*24 x up snootBeastUpperPlatform down q ElementGun&Thruster > enemy snootBeast > coins 1 n has: coin*25 r fallDown glitteringHillside flyUpMid qr ?flight o flyUpLeft q ?flight . t left n at: icyMountainFulcrumSave ta saveGame x left crawlersIceBlocks right > enemy crawler > enemy wideFans > hazard spikes x left icyCoinDoorThreshold right qb Thruster|ElementGun|BikeUnit > coinDoor 50 n has: coin*25 n [ Halfway there... ] x up icyBattleStairs downLeft q ElementGun&Thruster v downRight crawlersIceBlocks up qr ElementGun&Thruster > enemy sphereShooter > enemy blob > enemy wheel > coins 2 n has: coin*27 o right x up icyImpsLadderBottom down q Thruster|ElementGun > enemy hoverDrill > enemy imp > hazard sawBlade x up iceImpsLadderTop down > enemy imp > hazard sawBlade o left qb ?breakTitanium t down n at: icyImpsLadderBottom t down n at: icyBattleStairs xt right upperCryotankPlateau left qr Thruster|ElementGun n [ Making it back with just ElementGun would be hard here. ] > enemy armoredBlob > enemy blob > enemy popupWalker ... x right frozenLiftTop left > enemy imp m lift:inactive o down qb lift:active o upRight q Thruster x right frozenLeverRoom left a hitLever At { set lift:active; deactivate } t left n at: frozenLiftTop t left n at: upperCryotankPlateau o up q ElementGun&Thruster . xt up icySpringLedge down m doorsAbove:closed a activateSwitch q ElementGun&ElementGun2 At { set doorsAbove:open; deactivate } x up shutteredIceBlobsLedge down > enemy blob x up icyTowersVista down q doorsAbove:open&Thruster qr doorsAbove:open v fallLeft icySpringLedge flyUp qr ?flight|?wallJump|?wallClimb x right cyberwhaleViewRidge left q Thruster o right qr Thruster x up cyberwhaleLeftSconce down q Thruster > coins 1 n has: coin*28 x fallRight cyberwhalePlateau flyUpLeft qr ?flight v left cyberwhaleViewRidge right > hazard fallingMachines > enemy blob m statue:frozen a unfreezeStatue At { set statue:thawed; deactivate } o dramosGate HeavensKeep::motherDramosRoom - # no reciprocal q DramosTeleportation gt journey @ Menu::dramosTeleportMenu o toIcyPinnacles IceCanyon::cyberwhalePlateau - q IceCanyon::cyberwhalePlateau::statue:thawed # Doesn't need DramosTeleportation req becuase getting to the menu # has it. gt journey @ @ o flyUp cyberwhaleMidSconce fallDown q ?flight @ cyberwhaleMidSconce > seeCoins 1 @ @ n [ It hits me here what we need to do: freeze the falling 'enemies'. ] @ cyberwhaleLeftSconce o right cyberwhaleMidSconce left qb ElementGun&Thruster @ @ o upRight q ?flight t left n at: cyberwhaleViewRidge t up n at: cyberwhaleLeftSconce xt right n at: cyberwhaleMidSconce ta grabCoins n has: coin*29 x right cyberwhaleRightSconce left qb ElementGun&Thruster > coins 1 n has: coin*30 x right cyberwhaleOverlookSave left qb ElementGun&Thruster v fallLeft cyberwhalePlateau upRight > save o up n [ Time to go to bed. ] g time 2025-07-23>23:29 w g break g time 2025-07-25>13:54 xt up iceBlocksCornerCave down q Thruster > hazard icicles x left icyHintsCave right n [ Two markings on the wall here look like puzzle hints. They have the same shape with different dots marked. The shapes are: +-X +-X --+-X --+-X X-+-- --+-- | | ] x left icyButtonsPuzzleBase right m door:closed o upLeft q Thruster&door:open qr door:open x up icyButtonsPuzzleButtons down n [ I'm lazy to encode the puzzle as mechanisms here; it works similar to the four buttons puzzle from before but has 5 buttons instead. ] oa pushButtonsInOrder q knowIceButtonsOrder1&knowIceButtonsOrder2&Thruster e { set icyButtonsPuzzleBase::door:open; deactivate } t down n at: icyButtonsPuzzleBase a seeHintBehindIce At gain knowIceButtonsOrder2 gt hidden n [ Two hints are hidden behind ice blocks in this room... ] t right n at: icyHintsCave a seeFullHints At gain knowIceButtonsOrder1 gt hidden n [ One more diagram is hidden behind ice here. Combined the diagrams show the order in which to press the buttons. ] t left n at: icyButtonsPuzzleBase t up n at: icyButtonsPuzzleButtons ta pushButtonsInOrder t down n at: icyButtonsPuzzleBase xt upLeft beamsAndSlimeTutorial downRight > enemy downBeamer a readHint At gain KnowsCanDeflectBeams n [ Presumably I could have deflected the beams from these enemies before. ] m slimeBlocks:closed a deflectBeams q KnowsCanDeflectBeams At set slimeBlocks:open x left icyShooterNook right qb slimeBlocks:open > enemy shooter x down icyChestLedge up qr ?flight > seeChest > claimPower GravityGlove ta chest n [ Sweet! We can now push big blocks. Not the same as breaking them though so I'll review previous big block transitions on a case-by-case basis. ] x down bigBlockOutlet up qr Thruster r down icyTowersVista up q GravityGlove qr ?flight&GravityGlove n [ Map makes me want to double-check for upwards secrets here... ] > jaunt cyberwhaleOverlookSave ta saveGame t up n at: iceBlocksCornerCave x up glitteringLadderTunnel down q Thruster gt hidden n [ Hidden cleverly behind ice blocks here... ] > enemy shooter > enemy upBeamer m slimeBlocks:closed a deflectShot q KnowsCanDeflectBeams At { set slimeBlocks:open; deactivate } x left iceQuartzNook right qb slimeBlocks:open > claimItem quest DarkQuartz n has: DarkQuartz*12 > jaunt frozenLiftTop xt upRight frozenLiftLeverRoof downLeft > enemy popUp n [ These are weird enemies... They just extend upwards; don't move or shoot ] x upRight icicleBlobsLedge downLeft q ElementGun&Thruster > hazard icicles > enemy blob o right gt hidden nt [ Not hidden very well... ] x left upperCryotankPlateauHangingBeam right qb Thruster v fallDown frozenLiftTop flyUp qr ?flight x left upperCryotankPlateauIceBlocks right > coins 3 n has: coin*33 v fall upperCryotankPlateau flyUpRight qr ?flight t right n at: upperCryotankPlateauHangingBeam t right n at: icicleBlobsLedge xt right glitteringCoinsNook left > coins 2 n has: coin*35 t left n at: icicleBlobsLedge t downLeft n at: frozenLiftLeverRoof t downLeft n at: frozenLiftTop xt down glitteringHillsideTopBeam up v fallLeft glitteringHillside flyUpLeft qr ?flight # already noted IIRC but not bad to be explicit > enemy blob > enemy hoverDrill > hazard icicles o upRight iceRockPillarLedge downLeft q ?flight|?wallJump|?wallClimb @ iceRockPillarLedge m coin:notYoinked > seeCoins 1 q coin:notYoinked e { set coin:yoinked } @ @ a yoinCoin q Thruster At { set iceRockPillarLedge::coin:yoinked; gain coin*1; deactivate } n has: coin*36 n [ You can't get up but you can jump high enough to touch the edge of the coin and grab it... ] x downRight laddersCryotank upLeft > enemy spitter > enemy armoredBlob x upRight iceRockPillarLedge downRight q Thruster > enemy imp x up impGuardIceDoor down > coins 1 n has: coin*37 > enemy imp m door:closed a switch q ElementGun&ElementGun2 At { set door:open; deactivate } x left glitteringChestNook right qb door:open > claimItem upgrade LifeCartridge At save n has: LifeCartridge*3 > jaunt shootersLadderTop xt down shootersLadderBottom up x left windowGapIceCaveHallway right > hazard icicles > coins 2 n has: coin*39 > enemy blob > enemy sphereShooter > enemy snootBeast x left popUpSteps right > enemy popUp > coins 2 n has: coin*41 o flyUp hugeCoinIceGirder fallRight q ?flight @ hugeCoinIceGirder > seeHugeCoin > enemy upBeamer @ @ @ juttingCrystalPlatform downRight qr ElementGun&Thruster @ @ ... r upLeft juttingCrystalPlatform downRight t downRight n at: popUpSteps v left fanCoinsIceHills right . x down popUpStepsPit up qr Thruster x right glitteringBlobsMaze outLeft qr ?wallClimb|?wallJump|?flight m ladder:missing > coins 6 At set ladder:appeared n has: coin*47 n [ A little Lode Runner homage... ] > enemy armoredBlob x upRight icySpringCave left q ladder:appeared|?wallClimb|?wallJump|?flight o up windowGapIceCaveHallway - # no reciprocal x right icyShootersHugeCoin left qr Thruster > enemy shooter > hugeCoin n has: hugeCoin*9 x downLeft iceSpikesQuartzChallengeEntrance up qr Thruster gt hidden > hazard spikes m platform:inactive nd [ Note: You need the Thruster to go up here even if the platform is active, and you can use the Thruster to get up even without activting the platform, so the platform is not actually needed. ] x right iceSpikesChallengeBottom left > hazard icicles > enemy sphereShooter > enemy blob x upAndOver iceSpikesChallengeReward upAndOver > claimItem quest DarkQuartz n has: DarkQuartz*13 a lever At { set iceSpikesQuartzChallengeEntrance::platform:active; deactivate } > jaunt icySpringCave t up n at: windowGapIceCaveHallway > jaunt juttingCrystalPlatform n [ Was going to go for the huge coin above but instead need to walk the dog. ] > jaunt iceTeleporterLedgeSave ta saveGame g time 2025-07-23>15:05 w g break g time 2025-07-31>00:35 > jaunt gleamingCavernViewJunction @t up q GravityGlove @ @ xt up massiveBlockCoinPassage down > coins 1 n has: coin*48 r up iceColumnsTeleporter - # no reciprocal n [ I scan the journal here for ?breakMassiveBlock to see what I should check out, and find that the switchElevator back in area 2 is probably next up. I'm guessing the coins in that area are behind it? It's been a few days, so my mental map went fuzzy; I'm going to re-check a few local areas first. massiveBlockLanding is another place to check out. ] > jaunt beamerSteps n [ Wanted to see if the beams (which I now know how to deflect) can break the "titanium" blocks, but they can't. ] > jaunt massiveBlockLanding m block:placed @t left qb block:shifted t left # to currently-unexplored node oa shiftBlock q GravityGlove e { set massiveBlockLanding::block:shifted; deactivate } @ @ t up n at: canyonBottomSave ta saveGame > jaunt gleamingChestNook n [ Just wanted to make sure I hadn't forgotten an option in this area. ] > jaunt iceColumnsTeleporter t takeTeleporter n at: HeavensKeep::sunbeamColumnsTeleporter ta saveGame > jaunt switchElevator m block:placed a shoveBlock q GravityGlove At { set block:shifted; deactivate } @t bottomRight qb block:shifted @ @ xt bottomRight gravityGloveRevisitCoins left > coins 2 n has: coin*50 n [ It's interesitng to me that they want to force us to come back to this area for literally just 2 coins in a single room. I remembered the go-back-to-previous-area-for-cleanup pattern from the last time it happened, but if I hadn't it might have taken me a while to notice that I needed to swap maps to see the last two coins... Last time IIRC there was more cleanup including a key ability to get, but this time it's just two coins and I'm off back to the ice canyon. ] > jaunt sunbeamColumnsTeleporter t takeTeleporter n at: IceCanyon::iceColumnsTeleporter t right n at: iceTeleporterLedgeSave ta saveGame t up n at: aboveTeleporterLedge t upRight n at: iceColumnAncientLedge @t upLeft q O gt hidden nd [ There's invisible ice blocks that let you jump up here.. ] @ @ xt upLeft dramosIceSparklesCave down > claimItem quest WanderingDramos n has: WanderingDramos*2 > jaunt icyMountainFulcrumSave ta saveGame t left n at: crawlersIceBlocks t left n at: icyCoinDoorThreshold ta spendFifty n state: coinDoor:open x left icyBlockPassage right > hazard icicles > shiftIceBlock # Not 100% sure on this coin placement. Might have been in next room? > coins 1 n has: coin*1 x left shooterIcicles right qb block:shifted > enemy shooter > hazard icicles m block:placed oa shiftBlockABit q GravityGlove&block:placed e set block:shiftedABit oa shiftBlockTooFar q GravityGlove&!block:shiftedTooFar e set block:shiftedTooFar ta shiftBlockABit o left x up icyDanglingGlyphColumnsJunction down q Thruster&block:shiftedABit > coins 2 n has: coin*3 > enemy popupWalker o right o left xt right greenIceElbow left > enemy snootBeast > enemy armoredBlob > enemy sphereShooter x up iceViewFallLanding down q ElementGun&Thruster o up q ?wallClimb|?wallJump|?flight er gain coin*2 =1 t down n at: greenIceElbow t left n at: icyDanglingGlyphColumnsJunction xt left threeIcyGates right > enemy blob > coins 1 q ElementGun&Thruster n has: coin*4 > enemy blob x left icyWaterfallsBase right > enemy hoverDrill o down icyWaterfallsPool > waterEntrance @ icyWaterfallsPool > underwater > enemy nautilus o left t left > underwater @ @ x up icyWaterfallsSprings down q Thruster|BikeUnit > coins 2 n has: coin*6 o right x left icyWaterfallsSave right > save o left t right n at: icyWaterfallsSprings xt right waterfallsCryotankLedge left > enemy armoredBlob > enemy popupWalker o right x upRight threeBlocksClimbPuzzleReset downLeft q ElementGun&Thruster n [ Need to freeze the popupWalker to get up here. ] > hazard icicles m midBlock:placed o right threeBlocksClimbPuzzleBase upLeft qb !midBlock:placed @ threeBlocksClimbPuzzleBase v left waterfallsCryotankLedge right m bottomBlock:placed oa shiftBlock q GravityGlove&bottomBlock:placed e { set bottomBlock:shifted } x up threeBlocksClimbPuzzleUpper down q Thruster&threeBlocksClimbPuzzleReset::midBlock:stacked qr topBlock:placed m topBlock:placed oa shiftBlock q GravityGlove&topBlock:placed e { set topBlock:shifted } o up q Thruster&topBlock:shifted @ @ oa resetBlocks e { set bottomBlock:placed; set midBlock:placed; set topBlock:placed } oa pushMidBlock q GravityGlove&midBlock:placed e { ??(threeBlocksClimbPuzzleBase::bottomBlock:shifted){set midBlock:stacked}{set midBlock:shifted} } t downLeft n at: waterfallsCryotankLedge xt right n at: threeBlocksClimbPuzzleBase ta shiftBlock n state: bottomBlock:shifted t left t upRight n at: threeBlocksClimbPuzzleReset ta pushMidBlock n state: midBlock:stacked t right n at: threeBlocksClimbPuzzleBase xt up n at: threeBlocksClimbPuzzleUpper ta shiftBlock n state: topBlock:shifted xt up iceViewLiftLedge downLef > enemy blob > enemy sphereShooter m lift:off o down qb lift:on o up x right iceViewLiftLever left qb CrystalRod2 a lever At { set iceViewLiftLedge::lift:on; deactivate } t left n at: iceViewLiftLedge r down iceViewFallLanding up n has: coin*8 @t up q iceViewLiftLedge::lift:on @ @ t up n at: iceViewLiftLedge xt up popupsChest down q Thruster > enemy popUp > claimItem upgrade ElementCartridge gt chest n has: ElementCartridge*3 > jaunt icyWaterfallsSave ta saveGame xt left purpleDiamondsColumnLedge right > enemy shooter > enemy popUp o up q ElementGun&Thruster x down hugeCoinIcyBridge up > enemy shooter > enemy armoredBlob > coins 2 n has: coin*10 o upLeft icyHugeCoinLedge downRight q ?wallClimb|?flight @ icyHugeCoinLedge > seeHugeCoin x downLeft icyHugeCoinAccess up qr ElementGun&Thruster > enemy fanFloat x down icyHugeCoinPool up > waterEntrance > enemy nautilus > underwater v right icyWaterfallsPool left @ @ t up n at: purpleDiamondsColumnLedge xt up purpleDiamondsSpring down > coins 1 n has: coin*11 @ wanderingDramosIceNook > seeItem queset WanderingDramos @ @ n [ We can't see where this connects to yet, but it's off to the right. ] x up purpleDiamondsSpringsMid down o left > hazard sawBlade x up purpleDiamondsSpringsTop downLeft > hazard sawBlade > enemy sphereShooter > coins 1 n has: coin*12 x downRight brokenAnnulusMonument up qr ElementGun&Thruster > enemy hoverDrill o right n [ Motorcycle icon here hints at invisible blocks. ] o down xt down wanderingDramosIceNook up qr Thruster o down icyWaterfallsSprings flyUp qr ?flight ta getWanderingDramos n has: WanderingDramos*3 t up n at: brokenAnnulusMonument xt right icyWaterfallsClearBridge left > coins 3 n has: coin*15 x right icyBeamsClimbBottom left > enemy sphereShooter ... t left n at: icyWaterfallsClearBridge n [ I want to check for secrets on these invisible platorms. ] o up q ?swim gt hidden n [ If you jump into the waterfall tops, you get an air meter, so maybe we can swim up here later? ] n [ Yup there's probably a secret here. ] !r fallDown icyWaterfallsSprings flyUpMid qr ?flight n [ Slipped trying to go back right... ] t left n at: icyWaterfallsSave ta saveGame > jaunt icyBeamsClimbBottom > enemy hoverDrill . x up icyBeamsClimbTop down > enemy hoverDrill > enemy downBeamer > enemy blob > coins 2 n has: coin*17 # My memory isn't perfect on the placement of these coins... x upAndOver slimeGate left qr Thruster > enemy downBeamer m slime:closed a deflectBeam q KnowsCanDeflectBeams At { set slime:open; deactivate } x right icyBalconies left qb slime:open > enemy armoredBlob > claimPower CrystalRod3 gt chest q Thruster n can: CrystalRod3 F CrystalRod3 ?breakTitanium o right q CrystalRod3&(Thruster|ElementGun) qr CrystalRod3 x up clearIceCrystalVistaLeft down q CrystalRod3&Thruster > enemy downBeamer m slime:closed oa deflect q KnowsCanDeflectBeams e { set slime:open; deactivate } o left qb slime:open x right clearIceCrystalVistaRight left qb Thruster|BikeUnit > enemy popupWalker > coins 1 q ElementGun&Thruster n has: coin*18 o right gt hidden q ElementGun|Thruster t left n at: clearIceCrystalVistaLeft ta deflect n state: slime:open xt left clearIceVistaSave right > coins 1 n has: coin*19 > save > enemy landWhal x left icyBlobsHeights right ... x acrossRight aboveClearIceCrystalVista - q ElementGun&Thruster n [ You need to freeze a blob at max height right on the edge; it's pretty tricky. Sadly there's nothing up here... ] v downLeft clearIceVistaSave flyUp qr ?flight|?wallClimb v downRight clearIceCrystalVistaLeft flyUp qr ?flight r acrossRight clearIceCrystalVistaRight flyUpLeft q Thruster|BikeUnit qr ?flight xt right narrowSpikesIceCave left > hazard spikes n [ BikeUnit makes this easy instead of very tricky, but you could in theory walk it. ] m slime:closed > enemy downBeamer a deflect q KnowsCanDeflectBeams At { set slime:open; deactivate } > claimItem quest DarkQuartz n has: DarkQuartz*14 q slime:open n [ Time for bed. ] > jaunt clearIceVistaSave ta saveGame g time 2025-07-31>02:09 w g break g time 2025-07-31>14:10 t left n at: icyBlobsHeights o downLeft . xt downLeft brokenIcyAnnulus up qr Thruster > coins 1 n has: coin*20 > enemy popupWalker x left thinIceCyberwhale right qr Thruster > coins 2 n has: coin*22 n [ Siruby comments on the thin ice here that we could break with a downward stab. But below us is deep water... Was I supposed to have water breathing by this point? Not sure. ] o down thinIceCyberwhaleLake up > waterEntrance qr ?swim @ thinIceCyberwhaleLake oa activateYinYangShrine > underwater @ @ n [ Seems too deep to Thruster out of. ] m door:closed o springUp q door:open o upLeft thinIceCyberwhaleLedge downRight q ?flight|(?wallJump&Thruster) n [ Map shows I've gotten all coins in this part of the map so I could just go back... But I'm curious to see if I can make it to the shrine on my air meter and what will happen if I do. I'm going to copy my save file first in case of softlock. ] R n at: clearIceVistaSave n [ Note: because this was a quit-to-menu, the coins actually reverted, but we can't easily represent that in this journal so I'll just pretend we still have them... ] n has: coin*22 # Really: has 19 t left n at: icyBlobsHeights t downLeft n at: brokenIcyAnnulus n has: coin*22 # What really happened: # ta grabCoins # n has: coin*20 t left n at: thinIceCyberwhale # ta grabCoins actually happened again here... n has: coin*22 @t down q ?strongerDownStab n [ So now that I've copied my save, turns out I can't even break the ice yet after all... Maybe they've locked me out to prevent the potential softlock... ] @ @ > jaunt clearIceVistaSave ta saveGame > jaunt icyBalconies r right iceImpsLadderTop left n [ Takes me a moment to recognize this... ] n [ Map indicates we need to head west to pick up something new though... ] > jaunt icyWaterfallsSave ta saveGame > jaunt purpleDiamondsSpringsMid xt left icyToriiSite right gd mechanicalGate o left qb YinYangKey n [ Okay guessing I get the power to interact with these from the yin yang statue above... ] > jaunt icyWaterfallsSave ta saveGame > jaunt shooterIcicles xt left shootersCanyonTopRightBlock right > enemy crawler > coins 1 n has: coin*23 o flyLeft shootersCanyonTopLeftBlock jumpRight q ?flight qr Thruster|BikeUnit @ shootersCanyonTopLeftBlock > seeCoins 1 > enemy crawler @ @ !x down shootersCanyonBottom upRight qr Thruster o right o upLeft q ?flight m lift:inactive o down shootersCanyonMassiveBlockSwitch up q lift:active qr lift:active @ shootersCanyonMassiveBlockSwitch > seeIceBlock oa switch q ElementGun&block:shifted v down canyonIcyGirder up n [ I can see the lineup here with canyonIcyGirder on the map. ] @ @ xt right shooterIciclesResetCave left n [ Not well-enough hidden to count, really... ] n [ Meta: these kinda of things might be called "disguised" or "semi-hidden:" the designers really want you to find them but they want you to feel like they're kinda secret and you did good to discover them. ] a resetSwitch At set shooterIcicles::block:placed t left n at: shootersCanyonBottom t upRight n at: shootersCanyonTopRightBlock @t flyLeft q ElementGun&Thruster n [ Freeze the crawlers, of course! Kinda a tricky jump though... ] @ @ xt flyLeft n at: shootersCanyonTopLeftBlock > enemy hoverDrill ta grabCoins n has: coin*24 o downLeft shootersCanyonBlobsLedge up qr ElementGun&Thruster !r fallDown shootersCanyonBottom flyStraightUp qr ?flight t upRight n at: shootersCanyonTopRightBlock x bikeJumpLeft shootersCanyonBlobsLedge flyRight q BikeUnit qr ?flight n [ I killed one of the frozen crawlers in my fall; without respawning them a bike jump can still get me across though. ] v downRight shootersCanyonBottom upLeft n [ Time for a break; need to walk the dog. ] g time 2025-07-31>14:51 w g break g time 2025-07-31>21:21 x left belowDiamondGleamSwitch right o up diamondGleamSwitch down q ?wallJump|?flight @ diamondGleamSwitch oa switch @ @ x left underWheelIceBridge right m wheel:above a divertWheel At set wheel:diverted @ belowDiamondGleamSwitch up q underWheelIceBridge::wheel:diverted&ElementGun @ @ o up wheelIceBridge down t right xt up n at: diamondGleamSwitch ta switch At { set shootersCanyonBottom::lift:active; deactivate } t down n at: belowDiamondGleamSwitch t left n at: underWheelIceBridge xt up n at: wheelIceBridge > enemy wheel > coins 1 n has: coin*25 x fallLeft threeDoorsCrevasseTop upRight gt hidden qr ?wallJump|?wallClimb|?flight m platform:inactive a activatePlatform q ElementGun At { set platform:active; deactivate } m topDoor:closed > seeItem quest DarkQuartz q topDoor:open x down threeDoorsCrevasee up qr threeDoorsCrevasseTop::platform:active a openDoors q ElementGun At { set threeDoorsCrevasseTop::topDoor:open; deactivate } n [ There's 3 separate doors to open, but it doesn't seem necessary to model that... ] o down t up n at: threeDoorsCrevasseTop ta getDarkQuartz n has: DarkQuartz*15 t down n at: threeDoorsCrevasee o fallLeft qr ?wallJump|?wallClimb|?flight !r down iceCaveSphereShooter up qr ?flight|(Thruster&(?wallClimb|?wallJump)) n [ If you don't hold left you fall all the way down here :(. Should have looked before I lept. ] > jaunt canyonBottomSave ta saveGame > jaunt canyonIcyGirder @t up q shootersCanyonBottom::lift:active @ @ xt up n at: shootersCanyonMassiveBlockSwitch ta shiftBlock ta switch At { set canyonLeftLedge::door:open; deactivate } t down n at: canyonIcyGirder t down n at: canyonLeftLedge xt left iceCanyonBossSave right > save > seeSwitchDoor ta switch n state: door:open o left qb door:open gt toBoss xt left iceCrusherBridge right A gain bossFight^1 n level: bossFight^1 n [ All our extra health contributes here... ] > boss BallisticComputerMidroga 2 > failBoss BallisticComputerMidroga iceCanyonBossSave t left n at: iceCrusherBridge @ chasmBottom z GiantFurnace @ @ > beatBoss BallisticComputerMidroga At { goto GiantFurnace::chasmBottom; save } n at: GiantFurnace::chasmBottom o flyUp q ?flight x right furnaceEntranceTunnel left > enemy blob > enemy snootBeast > enemy hoverDrill x downRight furnaceDNAStatue upRight qr ElementGun&Thruster > enemy hoverDrill > enemy armoredBlob a grabDNARecord At { gain DNARecord*1; deactivate } n [ Only now do I realize we're actually getting items from these instead of Douglass stealing the whole thing. This time, Douglass had beat us to the statue. Our assistant encourages us to actually read the DNA records. From the inventory screen they read: "Chaos amassed", "Emancipate and return my soul", and "Offer this key"... ] x down belowFurnaceDNAStatue up > enemy armoredBlob > enemy sphereShooter x down furnaceArrivalSave up qr ?flight > enemy blob > save o right o left o down q CrystalRod3 n [ Time for bed... ] n [ Meta: I'm feeling vaguely dissatisied, becuase I was planning to loop back around via the now-activated lift at shootersCanyonBottom to take the fallLeft option at the threeDoorsCrevasee, but after getting lured by the boss and then inadvertendly one-wayed, I've got a whole new area to explore & find a way out of while that fallLeft branch hangs over my head. Thankfully the map has coins over there so I'll be reminded to return when I inevitably forget it. ] g time 2025-07-31>22:18 w g break g time 2025-08-03>22:53 xt left impStepsFurnaceJunction right > enemy blob > enemy imp > coins 1 q ElementGun&Thruster n has: coin*26 o left x up furnaceShooterSubmergedTunnelEdge down q Thruster&ElementGun o left furnaceShooterSubmergedTunnel right > waterEntrance @ furnaceShooterSubmergedTunnel > enemy nautilus > enemy shooter > underwater @ @ t down n at: impStepsFurnaceJunction xt left bubblingLavaPlatforms right > hazard lava > hazard jumpingFireball > coins 2 n has: coin*28 E death R n at: furnaceArrivalSave n [ I got burned up immediately by a fireball; OHKO. ] t left n at: impStepsFurnaceJunction t left n at: bubblingLavaPlatforms x left diagonalMassiveGirderLedge right o up q ?flight&CrystalRod2 qr CrystalRod2 > enemy hoverDrill x down furnaceViewBlobsLedge up qr Thruster|ElementGun > enemy blob o right furnaceSubmergedDoorThreshold left qr ElementGun > waterEntrance @ furnaceSubmergedDoorThreshold > enemy shooter > underwater m door:closed o right qb door:open @ @ x down furnaceBaseWeaklings up qr ?flight > enemy hoverDrill > enemy blob o right furnaceBaseChestNook left @ furnaceBaseChestNook x down furnaceBaseWaterPath upLeft > waterEntrance > underwater x left trappedAirHugeCoin right gt hidden > underwater > seeHugeCoin @ @ xt right n at: furnaceBaseChestNook > claimPower WaterBarrier gt chest At save F WaterBarrier ?waterBreathing n [ Finally! I'm excited for this :) ] n [ Lol... Siruby says "finally" too! ] xt down n at: furnaceBaseWaterPath > enemy nautilus o right xt left n at: trappedAirHugeCoin ta getHugeCoin n has: hugeCoin*10 t right n at: furnaceBaseWaterPath xt right furnaceBaseWaterPathEast left > underwater o upRight > waterExit xt upRight furnaceBaseSpitter left o upLeft trinautilusPool down q ?swim|?flight|?wallJump > waterEntrance @ trinautilusPool > underwater @ @ > enemy spitter > enemy blob x upRight trinautilusPoolLedge downRight o downLeft trinautilusPool upRight > waterEntrance o flyUnderLeft trinautilusSwitchIsland flyUnderRight qb ?flight|(Thruster&ElementGun) nt [ I tried to do this with just Thruster several times and you can *almost* make it but not quite. ] xt downLeft n at: trinautilusPool > enemy nautilus > coins 2 q ElementGun n has: coin*30 v left furnaceSubmergedDoorThreshold right x up trinautilusSwitchIsland down q ElementGun > waterExit > enemy spitter a switch q ElementGun At { set furnaceSubmergedDoorThreshold::door:open; deactivate } t down n at: trinautilusPool xt left n at: furnaceSubmergedDoorThreshold t left n at: furnaceViewBlobsLedge > jaunt furnaceArrivalSave ta saveGame > jaunt furnaceShooterSubmergedTunnelEdge xt left n at: furnaceShooterSubmergedTunnel x left furnaceShootersSubmergedClimbBottom right > underwater > enemy shooter x up furnaceSpikesAndPool down q ElementGun&Thruster > waterExit > hazard spikes > coins 1 n has: coin*31 > hazard lava m platform:inactive oa activatePlatform q ElementGun e { set platform:active; deactivate } o left qb platform:active x upRight IceCanyon::diamondGleamLeverCave down n [ Seems this might be our path to connect back? Yay! ] o up frozenMammothGapWestLedge down @ frozenMammothGapWestLedge m platform:inactive o acrossRight qb platform:active o fallDown GiantFurnace::chasmBottom upLeft qr ?flight|?wallClimb @ @ a lever At { set frozenMammothGapWestLedge::platform:active; deactivate } xt up n at: frozenMammothGapWestLedge xt acrossRight frozenMammothGapEastLedge acrossLeft o down GiantFurnace::chasmBottom upRight qr ?flight|?wallClimb @ GiantFurnace::chasmBottom X flyUp n [ No need for this any more... ] @ @ x right lockedInImpsWheels left > enemy imp > enemy wheel gd lockedIn n [ This room locks you in until you defeat the enemies. Not going to annotate that since defeating the enemies just requires basic attack. ] x up armoredBlobsGleamingCave down q Thruster > enemy armoredBlob > coins 1 n has: coin*32 v right massiveBlockLanding left n [ Meta: Took me a while to look up this connection in the journal... ] ta shiftBlock n [ Yup, we're back to map connectivity! ] n state: massiveBlockLanding::block:shifted x up iceKnightCave down q Thruster > enemy swordArm @ deepFissureBridge m platform:hidden @ @ a lever At set deepFissureBridge::platform:active t down n at: armoredBlobsGleamingCave t right n at: massiveBlockLanding t up n at: canyonBottomSave ta saveGame t left n at: canyonSmallPillar t downLeft n at: westCanyonOutlet t left n at: deepFissureBridge C left deepFissureBridgeWest right left qb platform:active|!BallisticComputerMidrogaDefeated o fallRight frozenMammothGapEastLedge climbFissure qr ?wallClimb|?flight o fallAcross frozenMammothGapWestLedge flyUpAcross qr ?flight n [ The fall of the boss broke the bridge and broke this one node into two. ] n [ I'm fine with not annotating this until now since I didn't know it was the case exactly and due to the autosave on boss death, it can't have been relevant until now. I added the or-not constraint so that in the final graph, you'll be able to take this transition before defeating the boss, which you need to do. ] t left n at: deepFissureBridgeWest o fallLeft frozenMammothGapWestLedge climbFissure qr ?wallClimb|?flight o fallAcross frozenMammothGapEastLedge flyUpAcross qr ?flight t left n at: iceCaveSphereShooter t downLeft n at: titaniumBlocksLedge xt left icySpringBoosterShaftBase right o up icySpringBoosterShaftTop down x upPartway icySpringBoosterShaftMid down x downRight iceSpringBoosterReturn up qr ?flight|(Thruster&?wallJump)|?wallClimb > enemy blob v upRight threeDoorsCrevasee fallLeft n [ Meta: I made it back here from the other side! But it's not even got anything in it... It would have been a dead end had I reached it earlier. T_T ] r downRight iceCaveSphereShooter upLeft qr ?flight|(Thruster&?wallJump) t downLeft n at: titaniumBlocksLedge t left n at: icySpringBoosterShaftBase xt up n at: icySpringBoosterShaftTop > shiftIceBlock At gain knowIceTunnelPassword n [ The ice tunnel password is 7408. The digits are revealed as you push the block through the tunnel. Guessing I'm going to need them for another security doors sister unlock? ] x right icyBunkerThreshold left x up IcyBunker::icyBunkerEntrnace down q Thruster&icySpringBoosterShaftTop::block:shifted @ sisterThree m no3shutters:closed @ @ o left icyBunkerSecureCoins right qb no3shutters:open @ icyBunkerSecureCoins > seeCoins 2 @ @ x up sisterThree down q Thruster&ElementGun a wakeSister3 q knowIceTunnelPassword At { set no3shutters:open; deactivate } n [ Meta: The fact that the lever on the way back activates the platform to replace the bridge over here nicely segues into a revisit that lets us unlock this critical mechanism. Of course, it's marked as an important goal on the map, but the route to get here is a bit convoluted, starting from far below us. I feel like there's a sort of sleight-of-hand going on where a subtle prompt to travel left after making it back to the canyonBottomSave is all that's needed to in all likelihood get us over here where we need to go next. There wasn't even a real carrot dangled; just the promise of something changed. ] t down n at: icyBunkerEntrnace xt left n at: icyBunkerSecureCoins ta grabCoins n has: coin*34 > jaunt deepFissureBridgeWest t fallLeft n at: frozenMammothGapWestLedge t down n at: diamondGleamLeverCave t down n at: GiantFurnace::furnaceSpikesAndPool ta activatePlatform n state: platform:active xt left lavaPoolNarrowLip right > hazard lava x down lavaPoolShakyBlocks up > hazard lava > claimItem quest DarkQuartz n has: DarkQuartz*16 x down lavaPoolShakyBlocksLip up qr Thruster > hazard lava r down diagonalMassiveGirderLedge up > jaunt furnaceArrivalSave ta saveGame g time 2025-08-04>00:13 n [ Space below me on the map is marked as an important destination (and wasn't before); let's check that out before bed. ] xt down furnaceThreeDoorLadder up x right furnaceBeamersHallway left qb no3shutters:open > enemy downBeamer > enemy upBeamer > enemy upBeamer > enemy blob x right furnaceShootersLadderTop left > enemy shooter > coins 1 n has: coin*35 x down furnaceShootersLadderBottom up qr Thruster > enemy shooter > enemy sphereShooter > enemy blob x left furnaceSlowShutter right > enemy crawler > coins 1 n has: coin*36 m button:inactive oa freezeCrawler q ElementGun e set button:active o left qb button:active n [ I'm not going to bother noting that this gets reset when the enemy deloads. Frozen enemies don't deload until you're quite far away... Update: it doesn't get reset after all... ] x down furnaceSlowShutterSupports up > enemy blob o left o right t up n at: furnaceSlowShutter ta freezeCrawler xt left beyondSlowShutter right o up x down furnaceBeamerCorner up At gain coin*1 =1 n has: coin*37 > enemy downBeamer r right furnaceSlowShutterSupports left t up n at: furnaceSlowShutter t left n at: beyondSlowShutter xt up furnaceSnootySwitch down > enemy snootBeast n at: furnaceSnootySwitch @ furnaceSlowShutterSupports right m door:closed qb door:open # TODO: Using @t here changes position. It shouldn't?!? xt right furnaceDistantSlimeBlocks left m slime:blocking @ furnaceBeamerCorner oa deflect q KnowsCanDeflectBeams gt hidden e { set furnaceDistantSlimeBlocks::slime:open; deactivate } @ @ n at: furnaceSnootySwitch a switch q ElementGun At { set furnaceSlowShutterSupports::door:open; deactivate } n at: furnaceSnootySwitch t down n at: beyondSlowShutter t down: n at: furnaceBeamerCorner ta deflect t right n at: furnaceSlowShutterSupports n state: door:open xt right n at furnaceDistantSlimeBlocks x right furnaceWheelsSteps left qb slime:open > enemy wheel x right furnaceBoosterBlock left m block:right oa shiftLeft q GravityGlove e set block:left oa shiftCenter q GravityGlove e set block:mid oa shiftRight q GravityGlove e set block:right m door:closed o upRight q Thruster&block:right&door:open o upMid q Thruster&block:mid o upLeft q Thruster&block:left ta shiftCenter xt upMid furnaceShooterSwitch down > enemy shooter > coins 1 n has: coin*38 a switch q ElementGun At { set furnaceBoosterBlock::door:open; deactivate } @ furnaceBoosterBlock xt upLeft furnaceOrbDoor down qb CrystalRod > seeOrbSlot t down xt upRight furnaceOrbPedestal down > seeOrbPedestal @ @ t down n at: furnaceBoosterBlock ta shiftRight xt upRight n at: furnaceOrbPedestal ta grabOrb t down n at: furnaceBoosterBlock ta shiftLeft xt upLeft n at: furnaceOrbDoor ta deliverOrb x left kamikoKeyNook right qb orbSlot:full > claimItem key KamikoKey n [ A key with intricate carvings... I'm guessing that shrine in the icy lake might be where we need this? It's not map-marked at the moment though... ] > jaunt furnaceArrivalSave ta saveGame n [ Time for bed... ] g time 2025-08-04>00:45 w g break g time 2025-08-04>20:38 xt right largeLavaLake left > hazard jumpingFireball > hazard lava > coins 2 n has: coin*40 E death R n at: furnaceArrivalSave n [ Impatience + OHKO. ] t right E death R n at: furnaceArrivalSave t right n at: largeLavaLake x right largeLavaLakeShore left m door:closed a openDoor q KamikoKey*1 At { set door:open; lose KamikoKey*1; deactivate } x right diamondEtchedFurnaceSpring left qb door:open x right lavaViewCrumblingColumns left q Thruster > enemy blob > enemy landWhal m platform:inactive a activatePlatform q ElementGun At { set platform:active; deactivate } x up lavaViewFanFloats downRight q platform:active|?wallClimb|?wallJump|?flight > enemy downBeamer > enemy blob > enemy fanFloat m door:closed oa openDoor q ElementGun e { set door:open; deactivate } o right qb door:open o down m lava:full o left qb lava:drained xt down beamerColumnsCooridor upRight m block:placed oa shiftBlock gt hidden q GravityGlove e set block:shifted oa unshiftBlock gt hidden q GravityGlove e set block:placed nd [ It's block itself that's hidden on the right. ] > coins 1 n has: coin*41 ta shiftBlock x upLeft shootersGuardLever down q beamerColumnsCooridor::block:shifted&Thruster > enemy shooter a lever At { set lavaViewFanFloats::lava:drained; deactivate } t down n at: beamerColumnsCooridor t upRight n at: lavaViewFanFloats xt left heatCubeLedge right qb Thruster > claimItem quest HeatCube t right n at: lavaViewFanFloats ta openDoor xt right iceShaftTerminusSave > save o right o up xt right furnaceBoreholeTopLeft left o down n [ It's not clear from the top whether ElementGun is enough to make it back up from here... ] x right furnaceBoreholeTopRight left qb Thruster > coinDoor 50 o right qb coinDoor:open o down t left n at: furnaceBoreholeTopLeft t left n at: iceShaftTerminusSave ta saveGame xt up IceCanyon::iceShaftHangingChains down q Thruster > coins 2 n has: coin*43 > enemy wideFans x up iceShaftSpringJunction down q Thruster|ElementGun > hazard icicles o up m ice:solid a meltIce q HeatCube*1 At { lose HeatCube*1; set ice:liquid; deactivate } n has: HeatCube*0 x right invisibleIceClimbBottom left qb ice:liquid > hazard spikes > enemy sphereShooter o upRight invisibleClimbLever down q ?wallClimb|?wallJump|?flight n [ Might be possible to "sequence break" by freezing the shooter and jumping with Thruster, but it seems unlikey. I was not able to do it in a few tries. ] x up invisibleIceClimb down q Thruster > coins 2 n has: coin*45 x right icyFloatsCoin left > enemy fanFloat > coins 1 q ElementGun n has: coin*46 m platform:inactive o downRight qb platform:active x down invisibleClimbLever up qr Thruster a lever At { set icyFloatsCoin::platform:active; deactivate } !t down n at: invisibleIceClimbBottom t up n at: invisibleIceClimb t right n at: icyFloatsCoin xt downRight iceWallsPuzzle upLeft > enemy snootBeast > enemy imp > enemy sphereShooter > claimItem key BlueMagatama q Thruster|ElementGun n [ Okay maybe this is half the key to the underwater shrine? ] > jaunt iceShaftSpringJunction xt up iceShaftTop down r left beamerSteps right n [ I go through to break the blocks & farm a bit. ] t right > jaunt GiantFurnace::iceShaftTerminusSave ta saveGame t right n at: furnaceBoreholeTopLeft xt down furnaceBoreholeBottom upLeft qr Thruster n [ There's a booster at the bottom to get back up... ] v upRight furnaceBoreholeTopRight down q Thruster > enemy hoverDrill > enemy shooter > enemy sphereShooter nd [ Not 100% sure on these coins... ] > coins 2 n has: coin*48 x left sphereShootersLockin topRight > enemy spitter > enemy sphereShooter gd lockedIn x down lavaLakeSkyPlatformLeft up m platform:inactive oa activatePlatform q ElementGun e { set platform:active; deactivate } x down lavaLakeCrumblingCauseway upLeft > coins 2 n has: coin*50 > hazard lava > hazard jumpingFireball E death R n at: iceShaftTerminusSave n [ Lava is dangerous. ] > jaunt lavaLakeCrumblingCauseway x right lavaLakeEastShore left o right lavaLakeReturnThreshold left @ lavaLakeReturnThreshold m door:closed oa switch q ElementGun e { set door:open; deactivate } @ @ @t right qb door:open @ @ t left n at: lavaLakeCrumblingCauseway t upLeft n at: lavaLakeSkyPlatformLeft ta activatePlatform x right lavaLakeSkyPlatformMid left qb lavaLakeSkyPlatformLeft::platform:active m sigils:inactive a activateSigils q ElementGun&Thruster At { set sigils:active; deactivate } n [ There are 6 of them, but order doens't matter. ] x right lavaLakeSkyPlatformRight left qb Thruster&lavaLakeSkyPlatformLeft::platform:active m sigil:inactive a activateSigil q ElementGun At { set sigil:active; deactivate } m door:closed a doorOpens q lavaLakeSkyPlatformMid::sigils:active&sigil:active At { set door:open; deactivate } gt trigger x downRight beyondLavaLakeBase upMid q door:open qr (?flight|?wallJump|?wallClimb)&lavaLakeSkyPlatformRight::door:open > enemy sphereShooter > enemy blob ... x left lavaLakeReturnThreshold right q Thruster ta switch n state: door:open t right n at: beyondLavaLakeBase > enemy wall o upRight q ElementGun&Thruster . xt upRight redMagatamaLedge down > claimItem key RedMagatama n [ Okay got the pair... ] n [ At this point *two* spots show up on the map that look like they're behind my coin door, which I have the coins for, but the icy lake isn't highlighted? I'm confused. ] x right bottomLavaChamber left gt hidden n [ This one is the same kinda-hidden as a lot of other things I didn't label hidden, but it's not in a place where you expect a furher transition since you just got a major item, whereas the others that I didn't mark as hidden were expected somehow, or just outright hinted at visually more. ] > enemy fanFloat > enemy flapper > enemy hoverDrill x acrossUp bottomLavaChamberGirders downLeft q ElementGun&Thruster > enemy shooter > enemy armoredBlob > enemy ceilingTurret > enemy landWhal > claimItem quest DarkQuartz At save n has: DarkQuartz*17 n [ You have to sell out into the lava to get the bottom-right map squar here. The DarkQuartz save at least makes it a short revert. ] E death R n at: bottomLavaChamberGirders n has: DarkQuartz*17 t downLeft n at: bottomLavaChamber > jaunt iceShaftTerminusSave ta saveGame n [ I'm half-tempted to try to visit the underwater shrine before I open the coin door... I can pick up a huge coin along the way with water breahting as well. Let's go. ] > jaunt canyonBottomSave ta saveGame > jaunt icyWaterfallsBase xt down n at: icyWaterfallsPool xt left n at: icyHugeCoinPool xt up n at: icyHugeCoinAccess xt up icyHugeCoinLedge ta getHugeCoin n has: hugeCoin*11 At save t downRight n at: hugeCoinIcyBridge > jaunt clearIceVistaSave ta saveGame > jaunt thinIceCyberwhale n [ No luck here. Still can't break the ice. ] > jaunt icyMountainFulcrumSave ta saveGame > jaunt iceShaftTerminusSave ta saveGame t right n at: furnaceBoreholeTopLeft t right n at: furnaceBoreholeTopRight ta spendFifty n has: coin*0 n state: coinDoor:open xt right twinFoxesShrine left m redFox:inactive m blueFox:inactive a insertLeftMagatama q RedMagatama*1 At { lose RedMagatama*1; set redFox:active; deactivate } a insertRightMagatama q BlueMagatama*1 At { lose BlueMagatama*1; set blueFox:active; deactivate } n has: RedMagatama*0 n has: BlueMagatama*0 x shrineWarp FushimiShrine::foxesShrineReflectingPool shrineWarp qb redFox:active&blueFox:active gb journey > save o right t shrineWarp n [ First clear out extra secret... ] x right furnaceSpikesTravailLeft left gt hidden qb sisterThree::no3shutters:open > hazard spikes > enemy ceilingTurret m platform:inactive a activatePlatform q ElementGun At { set platform:active; deactivate } x right furnaceSpikesTravailRight left qb furnaceSpikesTravailLeft::platform:active n [ You could tank this too... ] > enemy downBeamer m door:closed o right qb door:open x down underFurnaceSpikesTravail up a freezeCrawler q ElementGun At set furnaceSpikesTravailRight::door:open > enemy fanFloat > enemy blob > enemy crawler t up n at: furnaceSpikesTravailRight xt right furnaceSpikesTravailPastDoor left qb door:open x up furnaceSpikesTravailReward downRight > claimItem quest DarkQuartz n has: DarkQuartz*18 r downLeft furnaceSpikesTravailRight > jaunt FushimiShrine::foxesShrineReflectingPool ta saveGame xt right massiveTorii left > cutsceneHappens meetUkanomitama n [ Ukanomitama was a fortune telling app but the dimension fall game them powers comparable to an advanced AI. Necom says it's fine to destroy it. Ukanomitama says it's not fine. They know we're searching for a way to the core, and claim we'll need a Yggdrasil Emblem to get there. Our DNA records have info... We're not the only ones headed to the core. There's a Daruma puzzle to solve here. ] x right foxDaruma left !x fallDown inShrineReflectingPool upRight > waterEntrance qr ?wallJump|?wallClimb|?swim|?flight gt hidden > underwater n [ I was curious... ] o right x left inShrineReflectingPoolLeft right > underwater r upLeft foxesShrineReflectingPool downLeft > waterExit gr hidden t right t right n at: foxDaruma t fallDown n at: inShrineReflectingPool xt right shrineReflectingPoolHiddenChamber left > claimItem secret Emblem n [ It's a feather emblem of one of the dev companies. ] t left t left t upLeft n at: foxesShrineReflectingPool ta saveGame t right t right n at: foxDaruma oa foxDarumaPuzzle q knowsFoxDarumaSolution x up foxDarumaScaffold down q Thruster a readNoteAbove At gain knowsFoxDarumaSolution t down n at: foxDaruma ta foxDarumaPuzzle At { gain YinYangPermit; gain useTorii } n [ Ukanomitama lets us know we need three hidden emblems to get to the core. She thinks Yamato is up to no good. She also activates the Torii teleportation system for us. ] t left n at: massiveTorii x toriiTravel Menu::toriiTeleportMenu cancel zz MenuNodes q useTorii gb journey ... r toSurface LandingSite::floatsDoor - # no reciprocal gt journey gd mechanicalGate r toriiTravel FushimiShrine::massiveTorii - # no reciprocal q useTorii gt journey t toriiTravel n at: Menu::toriiTeleportMenu r toHeavensKeep HeavensKeep::yinYangThreshold - # no reciprocal gt journey r toriiTravel FushimiShrine::massiveTorii - # no reciprocal q useTorii gt journey t toriiTravel n at: Menu::toriiTeleportMenu r toIceCanyon IceCanyon::icyToriiSite - # no reciprocal gt journey r toriiTravel FushimiShrine::massiveTorii - # no reciprocal q useTorii gt journey t toriiTravel n at: Menu::toriiTeleportMenu o toMossyWoods . r toMossyWoods MossyWoods::bigBlobIslandSave - # no reciprocal gt journey v toriiTravel FushimiShrine::massiveTorii - # no reciprocal q useTorii gt jourey ta saveGame n [ Time for bed. ] n [ Meta: We've now got a massive cleanup quest ahead of us that will take us all around previous areas. This is usually something required for a secret ending or the like, but not as part of normal gameplay. Maybe the artifacts in Metroid Prime are similar? It's a nice design because it gives purpose to revisits which let you experience the fun of traversing old areas with new abilities available. ] g time 2025-08-04>23:00 w g break g time 2025-08-05>12:27 n [ Let's see if Gillian will enjoy watching... ] t downRight n at: littleBlobIsland xt downRight n at: tallToriiLakebed ta getDarkQuartz n has: DarkQuartz*19 v upRight tranquilLakeRight downLeft r left tranquilLakeBottom right > enemy nautilus > jaunt bigBlobIslandSave n at: MossyWoods::bigBlobIslandSave ta saveGame t toriiTravel n at: FushimiShrine::massiveTorii t toriiTravel n at: Menu::toriiTeleportMenu t toSurface n at: LandingSite::floatsDoor n [ We have to use it as an item but it doesn't get used up... ] F YinYangPermit ?openYinYangDoors F YinYangPermit YinYangKey n [ I annotated these differently... ] xt left behindYinYangPrecipice right > enemy spitter > enemy imp x down hiddenHugeCoinLanding up qr ?wallClimb|?wallJump|?flight > enemy shooter > hugeCoin gt hidden n has: hugeCoin*12 x down westCavesHallway upLeft qr X n [ The crumble blocks make it impossible to get back up. ] > enemy hoverDrill > enemy blob m door:closed o down q door:open qr door:open&?wallJump|?flight oa switch q ElementGun e { set door:open; deactivate } x upRight westCaveReturnLadder down q Thruster > enemy blob x up westCaveReturnLadderTop downLadder v downRight mossyGirderReturnTunnel up t downLadder n at: westCaveReturnLadder t down n at: westCavesHallway ta switch xt down westCavesBigBlob up qr O n [ There's a spring to get back. ] > hazard spikes > enemy bigBlob > enemy blob g time 2025-08-05>12:53 n [ Gillian isn't entertained... ] w g break g time 2025-08-05>14:28 n [ Just a bit more quickly. ] > hazard sawBlade x down westShrineCave up qr Thruster > claimItem key LeafEmblem n [ Siruby cuts off the cutsceene haha. ] n [ Now we know to expect an emblem from the frozen lake. ] > enemy blob > enemy bigBlob x upAndOverRight belowWestCavesDramos upLeft q ElementGun&Thruster n [ Can't *quite* make it with just Thruster. ] > seeIceBlock n [ You don't actually have to shift it though... ] x upRight westCavesDramos down > claimItem queset WanderingDramos n has: WanderingDramos*4 n [ I wander around a bit but don't stubmle across any unexplored stuff here. Going to go for unexplored squares on the map. ] > jaunt orbViewSurfaceAccess ta saveGame > jaunt skyStackTop > jaunt teleporterHillLake x downLeft teleporterLakeHugeCoin upRight > underwater > enemy jellyfish > enemy floorTurret > hugeCoin n has: hugeCoin*13 t upRight n at: teleporterHillLake x down guardedUnderwaterDramos up > underwater > enemy shooter > claimItem quest WanderingDramos n has: WanderingDramos*5 > jaunt orbViewSurfaceAccess ta saveGame g time 2025-08-05>14:47 w g break g time 2025-08-06>14:11 t right n at: teleporterHill t takeTeleporter n at: OldLabyrinth::cavernsTeleporter t right n at: ladderPool xt down n at: shooterUnderwater x right trappedAirLabyrinthDramos left q Thruster > claimItem quest WanderingDramos n has: WanderingDramos*6 r up ladderPool - n [ One-way connection via spring. ] > jaunt HeavensKeep::shootersLake xt left n at: nautilusHallway ta getHugeCoin n has: hugeCoin*14 > jaunt HeavensKeep::ancientSpiresSave ta saveGame > jaunt Metro::subwayPlatform xt downRight qr ElementGun|Thruster n at: subwayPool o left x right hamburgerWaterway left gt hidden > enemy ceilingTurret > claimItem secret Hamburger > underwater t left n at: subwayPool xt left metroNautilusWaterway right > underwater > enemy nautilus > enemy imp x left metroWaterwayQuartz right qb CrystalRod2 > claimItem quest DarkQuartz n has: DarkQuartz*20 > jaunt EastOldLabyrinth::singleLampImp xt right n at: singleLampQuartzNook ta getDarkQuartz n has: DarkQuartz*21 n [ Finally picked this up... ] > jaunt sunlitDNAStatueSave ta saveGame > jaunt yinYangThreshold xt right UpperMetro::entrance up qr YinYangPermit&?flight > enemy bigBlob > enemy sphereShooter > enemy downBeamer x down UpperMetro::blobs up qr ?flight|?wallClimb > enemy blob x down EastOldLabyrinth::emblemChamber up qr ?flight|?wallClimb > hazard water > claimItem key RootEmblem x left mossyLeverledge right a lever At { set HeavensKeep::inactivePlatformTop::platform:active; deactivate } r up HeavensKeep::inactivePlatformTop down qb platform:active n [ Surprised I didn't notice this before actually... ] n [ While fixing up journal: I actually HAD noticed this before! ] > jaunt yinYangThreshold t toriiTravel n at: FushimiShrine::massiveTorii t toriiTravel n at: Menu::toriiTeleportMenu t toIceCanyon n at: IceCanyon::icyToriiSite xt left beamersDoorPuzzleBottom right q YinYangPermit qr YinYangPermit&Thruster > enemy upBeamer m slime:placed m door:closed a deflect q KnowsCanDeflectBeams A set slime:broken a switch q ElementGun&Thruster At set door:open x climbUp beamersDoorPuzzleTop down q door:open&slime:broken&Thruster n [ Time to walk the dog. ] g time 2025-08-06>14:51 w g break g time 2025-08-06>20:40 m platform:inactive a activatePlatform q ElementGun At set platform:active x up westCanyonIcyLedge down q platform:active > hazard icicles x left westCanyonBlockNook right > shiftIceBlock t right n at: westCanyonIcyLedge x up westCanyonSecondIcyLedge down q Thruster > hazard icicles x up westCanyonPureCrystalsLedge down q westCanyonBlockNook::block:shifted&Thruster > enemy armoredWheel n [ There are other 'armoredWheel' enemies that I've mis-annotated as plain wheels. ] x up westCanyonLowerWheelSteps down q Thruster|ElementGun > enemy armoredWheel o up q ElementGun&Thruster n [ Need to freeze a wheel as it falls... Instead I kill them. I'm not going to annotate going back down to re-spawn them but I do. ] xt up westCanyonUpperWheelSteps > enemy armoredWheel > enemy sphereShooter x right westCanyonHoverdrillSpikes left qr Thruster > enemy hoverDrill > hazard spikes x right westCanyonArena left gd lockedIn > enemy downBeamer > enemy armoredBlob > enemy swordArm x right thinIceCyberwhaleLedge left a switch q ElementGun At set thinIceCyberwhale::door:open n [ Our assitant suggests the downwards stab agian here... ] t downRight n at: thinIceCyberwhale r springUp thinIceCyberwhaleLedge - x up icyBreezeTopPlatform down q Thruster n [ We get an achievement after seeing the black cyborg here for the 3rd time. ] t down n at: thinIceCyberwhaleLedge @ thinIceCyberwhale down m ice:thin q ice:shattered qr ice:shattered&(?flight|?swim) @ @ x stabDown thinIceCyberwhaleLake - # no reciprocal At { set thinIceCyberwhale::ice:shattered } n at: thinIceCyberwhaleLake v down icyWaterfallsClearBridge up ta activateYinYangShrine At gain StemEmblem*1 t down n at: icyWaterfallsClearBridge > jaunt icyWaterfallsSave ta saveGame n [ 0Map of the IcyPinnacles is now completely explored. There is stil la WanderingDramos marked at the bottom... ] g time 2025-08-06>21:38 w g break g time 2025-08-07>13:26 > jaunt FushimiShrine::foxesShrineReflectingPool ta saveGame > jaunt lavaLakeSkyPlatformLeft x left lavaPoolDramosEntrance right gt hidden n [ Map shows a Dramos in this area... ] x left lavaPoolDramosLedge right gt hidden n [ Invisible blocks across the lava; I just jumped for it thinking maybe I could make it with Thruster and was rewarded. ] > claimItem quest WanderingDramos n has: WanderingDramos*7 > jaunt FushimiShrine::foxesShrineReflectingPool ta saveGame n [ At this point there's only one Dramos marked on the map. But I think it's behind a no. 1 door. The Surface is the only area where there are unexplored map squares, and has three go-here markers. I thought they were all no. 1 doors, but I'll double check them, starting with the one I remember the least. ] t right n at: FushimiShrine::massiveTorii t toriiTravel n at: Menu::toriiTeleportMenu t toMossyWoods n at: MossyWoods::bigBlobIslandSave > jaunt MossyWoods::impStairsBottom n [ It's a no. 3 door, and thus I can open it! ] F no3shutters:open MossyWoods::impStairsBottom::door:open xt right RustedPipesBunker::entranceHallway left > enemy blob > enemy landWhal > enemy bigBlob > enemy imp > enemy snootBeast x right inactiveSisterRoom left o right x down inactiveSisterButton up @ inactiveSisterRoom m sisterPower:off @ @ a pressButton At { set inactiveSisterRoom::sisterPower:partial; deactivate } n [ Not sure what this does but it doesn't fully activate the sister. Maybe more buttons need pressing? ] t up n at: inactiveSisterRoom xt right lakePipe left > enemy blob > enemy hoverDrill x right number1Statue left n [ Okay the full sister 1 is actually over here? ] m no1shutters:closed oa activateSister q knowsSister1Password e { set no1shutters:open; deactivate } t left n at: lakePipe t left n at: inactiveSisterRoom t left n at: entranceHallway > jaunt number1Statue n [ I searched around looking up and down, but no clue. The eye symbol looking down in the inactiveSisterRoom was a hint thought. The password isn't written beneath that room, but it is written beneath the number1Statue itself. I'm assuming it's not visible until you've pressed the button... ] a lookDownAtPassword q inactiveSisterRoom::sisterPower:partial At gain knowsSister1Password ta activateSister F no1shutters:open tranquilLakeRight::door:open F no1shutters:open doorOneThreshold::door:open > jaunt bigBlobIslandSave ta saveGame t downRight t acrossRight n at:tranquilLakeRight xt right crumblingColumnsHall left > enemy spitter o right x down turretChamberLeftLedge up gt hidden > enemy ceilingTurret > hazard spikes o right x down turretChamberBottom up > enemy ceilingTurret > enemy blob > enemy imp > enemy bigBlob > hazard spikes m door:closed o right turretChamberQuartzNook left qb door:open @ turretChamberQuartzNook > seeItem quest DarkQuartz @ @ t up n at: turretChamberLeftLedge xt right turretChamberRightPlatform left qb Thruster > hazard spikes > enemy wideFans a switch q ElementGun At { set turretChamberBottom::door:open; deactivate } r down turretChamberBottom flyUpRight qr (?wallJump&Thruster)|?flight xt right n at: turretChamberQuartzNook ta getDarkQuartz n has: DarkQuartz*22 > jaunt crumblingColumnsHall xt right threeEmblemsSteles left > enemy bigBlob m rootEmblemStele:empty m stemEmblemStele:empty m leafEmblemStele:empty oa placeRootEmblem q RootEmblem*1 e { lose RootEmblem*1; set rootEmblemStele:full; deactivate } oa placeStemEmblem q StemEmblem*1 e { lose StemEmblem*1; set stemEmblemStele:full; deactivate } oa placeLeafEmblem q LeafEmblem*1 e { lose LeafEmblem*1; set leafEmblemStele:full; deactivate } n [ I want to explore the other no. 1 door first... ] n [ Looking at the map, the fastest way is convoluted... ] o right q ?wallClimb|?flight > jaunt bigBlobIslandSave ta saveGame t toriiTravel n at: FushimiShrine::massiveTorii t toriiTravel n at: Menu::toriiTeleportMenu t toHeavensKeep n at: HeavensKeep::yinYangThreshold n has: WanderingDramos*7 > jaunt motherDramosRoom n [ The Dramos leave... ] n has: WanderingDramos*6 w n has: WanderingDramos*5 w n has: WanderingDramos*4 w n has: WanderingDramos*3 w n has: WanderingDramos*2 w n has: WanderingDramos*1 w n has: WanderingDramos*0 n has: DeliveredDramos*14 t dramosGate n at: Menu::dramosTeleportMenu t toSunlitCaverns n at: OldLabyrinth::cavernsTeleporter t takeTeleporter n at: teleporterHill t left n at: orbViewSurfaceAccess ta saveGame > jaunt doorOneThreshold xt right doorOneShooters left > enemy shooter x down doorOneShootersBottom up qr Thruster|ElementGun > enemy shooter x right backgroundElevatorBase left m platform:inactive a activatePlatform q ElementGun At { set platform:active; deactivate } > hazard spikes o rideUp q ?flight|platform:active n [ This is the only platform that moves behind solid blocks in the whole game I think... ] E death n [ Squashed while distracted about how to annotate this. ] R n at: orbViewSurfaceAccess > jaunt backgroundElevatorBase xt rideUp backgroundElevatorRide down q platform:active > enemy ceilingTurret > enemy blob x rideUp backgroundElevatorDramosLedge down q backgroundElevatorBase::platform:active > claimItem quest WanderingDramos n has: WanderingDramos*1 n [ This is the last one! ] > jaunt bigBlobIslandSave ta saveGame > jaunt motherDramosRoom n [ Via the torii to HeavensKeep. ] n has: WanderingDramos*0 n has: DeliveredDramos*15 a allDelivered q DeliveredDramos*15 gt trigger At deactivate nt [ No reward for this except fame... ] n [ We're still missing one hugeCoin, so I'll check unexplored via the journal before I go into the final area... ] > jaunt yinYangThreshold t toriiTravel n at: FushimiShrine::massiveTorii t toriiTravel n at: Menu::toriiTeleportMenu t toMossyWoods n at: MossyWoods::bigBlobIslandSave ta saveGame > jaunt threeEmblemsSteles n [ Journal is taking too long to compile... ] ta placeLeafEmblem ta placeRootEmblem ta placeStemEmblem m stairs:lowered a stairsRaise q leafEmblemStele:full&rootEmblemStele:full&stemEmblemStele:full At { set stairs:raised; deactivate } gt trigger @t right q ?flight|?wallClimb|stairs:raised @ @ xt right sakura left > cutsceneHappens douglassAtYggdrasil nt [ Douglas volunteers to go in first; we let him and check he's still alive. ] o enterYggdrasil x downRight underYggdrasil up gt hidden qr Thruster > waterEntrance > underwater x down yggdrasilDrain up > underwater x down yggdrasilDrainPool up qr Thruster > waterExit > hazard water x down yggdrasilDrainMaze up qr Thruster > enemy sphereShooter > enemy shooter x left yggdrasilDrainTurrets right > enemy ceilingTurret > enemy floorTurret > hazard spikes > claimItem quest DarkQuartz n has: DarkQuartz*23 n [ There are a total of 28 slots. ] > jaunt bigBlobIslandSave ta saveGame n [ Need to walk dog; entering Yggdrasil will have to wait. ] g time 2025-08-07>14:47 w g break g time 2025-08-08>04:15 n [ Having finally fixed up the journal up to this point so it parses without errors, here's the list of unexplored branches: take left at 41 (LandingSite::activePlatformsCave) take flyUp at 59 (LandingSite::aboveOrbLedge) take acrossRight at 139 (MossyWoods::tranquilLakeLeft) take acrossRight at 173 (EastSurface::massiveLiftTop) take upLeft at 309 (LandingSite::ringShrineLedge) take down at 351 (HeavensKeep::ancientNaveLedge) take up at 359 (HeavensKeep::ancientDarkBasinRight) take down at 365 (EastOldLabyrinth::blueShooterStairsTop) take down at 384 (HeavensKeep::inactivePlatformTop) take fallDown at 387 (HeavensKeep::cogWheelTowerTop) take up at 396 (HeavensKeep::westQuartzLedge) take upLeft at 416 (HeavensKeep::shootersSteps) take upRight at 419 (HeavensKeep::blueLightsPromenade) take up at 467 (HeavensKeep::oppositeNaveLedge) take up at 477 (HeavensKeep::cloudViewRustyPlatform) take upRight at 517 (MossyWoods::tallToriiLakebed) take fallLeft at 594 (IceCanyon::canyonLeftLedge) take downRight at 644 (IceCanyon::tallIcePrismLedge) take downRight at 647 (IceCanyon::glitteringHillside) take flyUp at 710 (IceCanyon::popUpSteps) take upLeft at 784 (IceCanyon::shootersCanyonBottom) take flyUp at 801 (GiantFurnace::chasmBottom) take enterYggdrasil at 975 (MossyWoods::sakura) Before departing for the final realm, let's cross some of these off... Here are the ones that I just have to fix the journal for: take left at 41 (LandingSite::activePlatformsCave) - Should have been 'overLeft'; corrected above. take flyUp at 59 (LandingSite::aboveOrbLedge) - Turns out to connect to blobsHalfBridge down; I even noted my confusion where I made that connection. I've corrected this in the journal above by renaming blobsHalfBridge to tallBalcony which it should have been all along. Interesting meta point about the difficulty fo recognizing places in the journal when revisiting after a long time. take acrossRight at 139 (MossyWoods::tranquilLakeLeft) - This was a left/right confusion; corrected now. take acrossRight at 173 (EastSurface::massiveLiftTop) - Used acrossRight as the name first, but then 'x right' later. Should we add `xt` for exploring without creating a new transition? (We just did). take upLeft at 309 (LandingSite::ringShrineLedge) - I never bothered to annotate you can jump down to here from the dramosPlatform; I've added that in. take down at 351 (HeavensKeep::ancientNaveLedge) - This was due to 'down' vs. 'climbDown' naming; I've fixed it. take up at 359 (HeavensKeep::ancientDarkBasinRight) - Missing 'v' from oppositeNaveLedge; fixed. take down at 365 (EastOldLabyrinth::blueShooterStairsTop) - Missing 't right' attached new 'down' to sunlitDNAStatueSave; fixed. take down at 384 (HeavensKeep::inactivePlatformTop) - I even noted that I was surprised I'd missed this before, but indeed I hadn't and I had just forgotten I'd journaled it so I missed the connection. This is fixed. take fallDown at 387 (HeavensKeep::cogWheelTowerTop) - missing 'v' from midTowerLeftHand take upRight at 419 (HeavensKeep::blueLightsPromenade) - missed this one in initial analysis... ^.^; take up at 467 (HeavensKeep::oppositeNaveLedge) - Missing 'v' from threeWindowsPlugNook; fixed. take up at 477 (HeavensKeep::cloudViewRustyPlatform) - Missing 'v' from towerOrbDoorLedge. take upRight at 517 (MossyWoods::tallToriiLakebed) - Missing annotation to connect to tranquilLakeRight; fixed. take fallLeft at 594 (IceCanyon::canyonLeftLedge) - Used an 'o' instead of an 'x'; tangled stuff with invisIceIntro; fixed. take upLeft at 784 (IceCanyon::shootersCanyonBottom) - Misisng 'v'; corrected. take flyUp at 801 (GiantFurnace::chasmBottom) - Was temporarily reasonable; added a command to delete it once upwards left/right options had been added. take up at 396 (HeavensKeep::westQuartzLedge) - This is legit, but I don't think it's actually explorable. Should probably double-check it? take upLeft at 416 (HeavensKeep::shootersSteps) - This is legit; should try it. Can't possibly be a secret here though, right? take downRight at 644 (IceCanyon::tallIcePrismLedge) - This is legit, and it leads to the hugeCoinIceGirder!!! That's my last huge coin :) Hooray for journaling! take flyUp at 710 (IceCanyon::popUpSteps) - This is another side of the previous one. take downRight at 647 (IceCanyon::glitteringHillside) - This one needs investigation, but I think it's spurious. take enterYggdrasil at 975 (MossyWoods::sakura) - This is legit. ] w n [ I just spent this whole time scrutinizing the map and journal, which is a kind of gameplay... ] n [ Aaron is awake. ] g time 2025-08-08>05:14 w g break g time 2025-08-08>23:01 n [ Finally got through checking unexplored stuff above. Let's get that coin & check the rest of the leftovers. ] > jaunt IceCanyon::icyMountainFulcrumSave n [ (Via FushimiShrine to IceCanyon) ] ta saveGame > jaunt snootBeastLedges xt downLeft hugeCoinIceGirder jumpUpRight qr ElementGun&Thruster > enemy upBeamer > enemy fanFloat v upLeft tallIcePrismLedge downRight ta getHugeCoin n has: hugeCoin*15 n [ That's all of them :) ] > jaunt glitteringHillside r downRight windowGapIceCaveHallway flyUp qr ?flight|(?wallJump&Thruster)|?wallClimb n [ Okay, we've taken care of a lot of our unknowns. Now we have: take up at 396 (HeavensKeep::westQuartzLedge) - This is legit, but I don't think it's actually explorable. Should probably double-check it? take upLeft at 416 (HeavensKeep::shootersSteps) - This is legit; should try it. Can't possibly be a secret here though, right? take enterYggdrasil at 975 (MossyWoods::sakura) - This is legit. EDIT: We forgot this one: take upRight at 419 (HeavensKeep::blueLightsPromenade) I think it's a missing 'v'... ] > jaunt iceColumnsTeleporter t takeTeleporter n at: HeavensKeep::sunbeamColumnsTeleporter ta saveGame > jaunt cloudPlatforms !r fallLeft grassyWestTowerLedge flyUpRight qr ?flight n [ Fall off here before I make it to the westQuartzLedge... ] > jaunt secondSpikeBlocksShifter E death n [ Got crushed trying to explore around here for a way up. None aparent. ] R n at: sunbeamColumnsTeleporter > jaunt shootersSteps xt upLeft shootersStepsOverlook downRight r fallLeft crossBracedBlocks flyUp qr ?flight > jaunt westQuartzLedge n [ There's a chance our final secret is up here, but also it might just be in the final area? If there is a way to go up here, I can't find it. The map carveouts imply that it's not possible to go onto the floor visible above where the ankhPlatform is, so probably you just can't get up here. At this point, we've got 100% accessible items & map squares, and have exhausted unexplored edges besides the Yggdrasil warp. Let's go. ] > jaunt yinYangThreshold t toriiTravel n at: FushimiShrine::massiveTorii t toriiTravel n at: Menu::toriiTeleportMenu t toMossyWoods n at: MossyWoods::bigBlobIslandSave ta saveGame > jaunt sakura xt enterYggdrasil SunkenCity::sunkenCityEntrance exitYggdrasil gb journey zz SunkenCityOfIllusion @ sunkenCityCentralSkies @ @ > cutsceneHappens douglassToss n [ He tosses us upwards (after he's gone a spring + booster let us repeat the feat). We materialize our flight unit, since we're in an energy domain. ] At { gain FlightUnit; goto sunkenCityCentralSkies } F FlightUnit ?flight n [ I was... not expecting to actually get this power. Of course I can only use it here... ] n [ Aw darn, annotation is much more nebulous when we have free 2D movement... Let's try using ellipses a lot. We can fly and shoot though; that's cool! Necom warns us not to go in the water, which is actually energy... ] ... x down sunkenCityEntranceBeam up At lose FlightUnit er gain FlightUnit r down sunkenCityEntrance up t up n at: sunkenCityEntranceBeam t up n at: sunkenCityCentralSkies x downRight firstEastMossyBeam upLeft qr FlightUnit > enemy skyTurret > coins 2 n has: coin*2 > enemy skyGridBot ... x down dandelionsShoreLedge up qr FlightUnit x right firstEastTowerWestGirder left qb FlightUnit v upLeft firstEastMossyBeam downRight q FlightUnit ... x right firstEastTowerTop left qb FlightUnit > coins 2 n has: coin*4 ... x enter insideFirstEastTower out q FlightUnit At lose FlightUnit er gain FlightUnit @ sunkenCityEntrance m waterLevel:one @ @ a destroyEmitter At { set sunkenCityEntrance::waterLevel:two; deactivate } n [ Man this is just an annotation nightmare, huh... ] @ dandelionsShoreLedge o down q !waterLevel:one qr FlightUnit @ firstEastTowerWestGirder o down q !waterLevel:one qr FlightUnit @ @ t out n at: firstEastTowerTop x downRight firstEastTowerEastMinesShaft up qb FlightUnit > enemy mine o down q FlightUnit&!waterLevel:two&!waterLevel:one qr FlightUnit t up n at: firstEastTowerTop x right secondEastTowerCrankNook left > exitFlight @ secondEastTowerCrankDoorThreshold m crankDoor:closed o right qb crankDoor:open eb set crankDoor:closed nt [ This is actually on a timer, but we simulate that by having it close after us. ] @ @ a shootCrank q ElementGun At set secondEastTowerCrankDoorThreshold::crankDoor:open n [ This is a timed thing... how to represent... TODO ] t left n at: firstEastTowerTop v upLeft firstEastMossyBeam downFartherRight qb FlightUnit o up . xt up rayFishSchool down q FlightUnit > enemy rayFish v left sunkenCityCentralSkies right o up snootBeastSkyCoin down q ?upwardsFlightZoneExit e lose FlightUnit er gain FlightUnit @ snootBeastSkyCoin > enemy snootBeast > seeCoins 1 @ @ x upLeft firstEastTowerUpperGirders down q FlightUnit > enemy skyGridBot > enemy skyTurret v downLeft sunkenCityCentralSkies upRight > coins 1 n has: coin*5 x upLeft sunkenCityCentralSkiesTop downRight qb FlightUnit v down sunkenCityCentralSkies up qr FlightUnit ... x upRight skyGirderArmoredBlobs left q FlightUnit > exitFlight > enemy armoredBlob > coins 1 n has: coin*6 t left n at: sunkenCityCentralSkiesTop x upLeft skyGirderWestArmoredBlobs right q FlightUnit > exitFlight > enemy armoredBlob > coins 1 n has: coin*7 t right n at: sunkenCityCentralSkiesTop o downLeft qb FlightUnit . xt downLeft westTowerSaveApproach upRight > enemy mine v downRight sunkenCityCentralSkies upLeft qb FlightUnit o left westTowerSave right q FlightUnit e lose FlightUnit er gain FlightUnit @ westTowerSave oa saveGame gt save e save @ @ x down westTowerBoxes up v right sunkenCityCentralSkies left qb FlightUnit ... x goIn westTowerDarkQuartz leave gt hidden > claimItem quest DarkQuartz n has: DarkQuartz*24 t leave n at: westTowerBoxes o down qr FlightUnit . xt down sunkenCityWestSkies up qr FlightUnit v upRight sunkenCityCentralSkies downLeft q FlightUnit @ sunkenCityCentralSkies . # TODO: Does this work? I think it does... @ @ > enemy skyTurret > enemy skyGridBot o left qb FlightUnit x down sunkenCityWestSkiesBottom up qr FlightUnit o enterLeft > seeExitFlight o enterRight > seeExitFlight xt enterRight snootBeastVendingMachines leave > enemy snootBeast > enemy flapper > hazard spikes > claimItem upgrade LifeCartridge gt chest At save n has: LifeCartridge*4 n [ Achievement lets us know that was the final life cartridge. ] t leave n at: sunkenCityWestSkiesBottom xt enterLeft centralTowerPortalRoomSwitchGirders leave qr Thruster > enemy armoredBlob > enemy swordArm @ centralTowerPortalRoom m door:closed > enemy armoredBlob @ @ a switch q ElementGun At { set centralTowerPortalRoom::door:open; deactivate } t leave n at: sunkenCityWestSkiesBottom t up n at: sunkenCityWestSkies xt left sunkenCityUnderWestOverhang right > enemy skyTurret > enemy skyGridBot > enemy humongousBeamCannon o downLeft qr FlightUnit o up q ?upwardsFlightZoneExit > seeExitFlight xt downLeft westZapperShaft up > hazard zapper > enemy mine > coins 2 n has: coin*9 o down q (!waterLevel:one&!waterLevel:two) qr FlightUnit x right lowerWestTowerSave left > exitFlight > save > enemy armoredBlob > enemy flapper > coins 1 q ElementGun&Thruster n has: coin*10 ta saveGame x right westGapCrumblingTraverse left > coins 1 n has: coin*11 x right centralTowerPortalRoom left qb centralTowerPortalRoom::door:open x portalRight centralTowerPortalInto portalUp qr ?flight|(?wallJump&Thruster) gb portal > enemy ceilingTurret > enemy downBeamer a upperCoin q Thruster At { gain coin*1; deactivate } n has: coin*12 > seeCoins 2 q !waterLevel:one&!waterLevel:two a destroyEmitter At { set sunkenCityEntrance::waterLevel:three; deactivate } ta grabCoins n has: coin*14 x down sunkenCityCentralTwistedWreckage up qr X > enterFlight o upRight > seeExitFlight > hazard stalactite > enemy humongousBeamCannon o down q !waterLevel:one&!waterLevel:two&!waterLevel:three qr FlightUnit m energyBlock:placed a breakEnergyBlock At { set energyBlock:broken; deactivate } o left qb energyBlock:broken xt left sunkenCityCentralTwistedWreckageWest m energyBlocks:placed a breakEnergyBlocks At { set energyBlocks:broken; deactivate } o down q !waterLevel:one&!waterLevel:two&!waterLevel:three qr FlightUnit x left lowerWestCentralShaftTop right o down q !waterLevel:one&!waterLevel:two&!waterLevel:three qr FlightUnit o up q ?upwardsFlightZoneExit x left lowerWestTowerMossyChamerEntrance right > exitFlight > enemy blob > enemy snootBeast > hazard spikes x upLeft lowerWestTowerMossyChamerLedge downRight q ElementGun&Thruster n [ This requires freezing the snootBeast, but it doesn't have to be turning around. ] > enemy sphereShooter m platform:inactive a activatePlatform q ElementGun At { set platform:active; deactivate } x up lowerWestTowerCartridgeNook down > claimItem upgrade ElementCartridge gt chest At save n has: ElementCartridge*4 n [ Achievement says that's all the cartridges. ] x portalRight betweenTowersWesternGirdersGap portalDown gb journey gb portal > enemy armoredBlob > enemy shooter > coins 1 q Thruster|ElementGun n has: coin*15 v down lowerWestCentralShaftTop up r up westGapCrumblingTraverse down qr !waterLevel:one&!waterLevel:two t left n at: lowerWestTowerSave x down lowerWestTowerSaveUnderCoin up qr Thruster > coins 1 n has: coin*16 t up n at: lowerWestTowerSave ta saveGame n [ Time for bed... ] g time 2025-08-09>01:17 w g break g time 2025-08-09>21:24 t left n at: westZapperShaft > jaunt westTowerSaveApproach xt left n at: westTowerSave ta saveGame x up blueHologramSealThreshold down q Thruster > enemy shooter > coins 1 n has: coin*17 m door:closed oa openDoor q BlueHologramSeal*1 e { lose BlueHologramSeal*1; set door:open; deactivate } o left qb door:open t down n at: westTowerSave ta saveGame n [ Well so much for this cleanup attempt... ] t right n at: westTowerSaveApproach > jaunt firstEastTowerTop t downRight n at: firstEastTowerEastMinesShaft xt down firstEastTowerEastMinesShaftMid up q !waterLevel:one&!waterLevel:two qr FlightUnit > enemy mine o down firstEastTowerEastMinesShaftBottom q !waterLevel:one&!waterLevel:two&!waterLevel:three qr FlightUnit x right fastClimbShaftBottom left > exitFlight > hazard spikes x up fastClimbShaft down q Thruster > coins 3 n has: coin*20 x up secondEastTowerCrankDoorThreshold down q Thruster > jaunt secondEastTowerCrankNook ta shootCrank > jaunt secondEastTowerCrankDoorThreshold n [ Meta: This is the second temporary lock-in I've encountered in this area so far... ] xt right crankDoorSave left > save x right easternSkiesDebut left > enterFlight > enemy rayFish ... x up wheelGirdersApproach down > enemy skyGridBot ... x left oldCraneSave right > exitFlight > save x up oldCrane down q Thruster m crate:placed oa operateCrane q OldCraneToken*1 e { lose OldCraneToken*1; set crate:lifted; deactivate } > coins 1 q Thruster o left qb crate:lifted n has: coin*21 t down n at: oldCraneSave ta saveGame t right n at: wheelGirdersApproach x up wheelGirdersBottom down > exitFlight > enemy wheel > hazard flamePuffs x up wheelGirders down > enemy wheel > enemy armoredWheel > coins 2 n has: coin*23 n [ It's a Donkey Kong shout-out! ] x up wheelGirdersTop down > enemy armoredWheel > enemy sphereShooter @ wheelGirdersOverlook m door:closed @ @ a switch q ElementGun At { set wheelGirdersOverlook::door:open; deactivate } > coins 1 q Thruster n has: coin*24 x right wheelGirdersOverlook left q Thruster x right ceilingSpikesSave left qb wheelGirdersOverlook::door:open > enemy armoredBlob > hazard spikes > save > coins 1 n has: coin*25 x right fanFreezeMechanism topLeft qr Thruster > enemy fanFloat m door:closed a freezeFloatOnSwitch q ElementGun At set door:open n [ This would close if we left and came back; I'll annotate that as closing on a nearby transition. ] @ ceilingSpikesSave left e set fanFreezeMechanism::door:closed @ @ x bottomLeft ceilingSpikesTowerHologramThreshold right qb fanFreezeMechanism::door:open m hologramDoor:closed o left qb hologramDoor:open e set fanFreezeMechanism::door:closed nt [ This effect is not 100% accurate but it's close enough. ] oa openDoor q BlueHologramSeal*1 e { lose BlueHologramSeal*1; set hologramDoor:open; deactivate } > jaunt ceilingSpikesSave ta saveGame > jaunt wheelGirdersBottom t down n at: wheelGirdersApproach x right beamTurretComboTowerTop left qb FlightUnit > enemy humongousBeamCannon > enemy skyTurret o up wheelGirdersSideReturn down q ?upwardsFlightZoneExit > seeExitFlight ... x downRight beamTurretComboTowerGap up qr FlightUnit > enemy mine > coins 1 n has: coin*26 x left portalsVendingMachine right > exitFlight > hazard spikes o portalUp gb portal x portalDown thinkQuickDarkQuartz portalUp qr ?flight|?wallClimb|(?wallJump&Thruster) gb portal > hazard spikes x left thinkQuickDarkQuartzLedge right qb CrystalRod|Thruster n [ Meta: I don't have any way of checking which level of rod is required for these boxes... ] > claimItem quest DarkQuartz n has: DarkQuartz*25 r portalUp portalsVendingMachine portalUp gb portal t right n at: beamTurretComboTowerGap t up n at: beamTurretComboTowerTop o downLeft qr FlightUnit . xt downLeft eastSkyTurretsTowerTop upRight > enemy skyTurret o upLeft wheelGirdersApproach downRight qb FlightUnit @ wheelGirdersApproach . @ @ o left easternSkiesDebut right qb FlightUnit o downLeft qr FlightUnit x enterTower doubleVendingTowerEntrance leave > exitFlight x down dandelionsShootersSteps up qr Thruster > enemy shooter m door:closed o right qb door:open t up n at: doubleVendingTowerEntrance t leave n at: eastSkyTurretsTowerTop xt downLeft easternSkiesWestShaft upRight q !waterLevel:one qr FlightUnit > enemy skyTurret o up easternSkiesDebut down q FlightUnit @ easternSkiesDebut . @ @ o down q !waterLevel:one&!waterLevel:two qr FlightUnit x right coinAndPortalSave left > exitFlight > save > coins 1 n has: coin*27 o portal gb portal gb journey n [ Time for bed... ] ta saveGame g time 2025-08-09>22:16 w g break g time 2025-08-10>21:35 xt portal redBlueWiresLadderTunnel upperPortal @ fanFloatSpikes > hazard spikes > enemy fanFloat m fanFloat:unfrozen @ @ a shootThrough q ElementGun2&!fanFloatSpikes::fanFloat:frozen At set fanFloatSpikes::fanFloat:frozen @t upperPortal e set fanFloatSpikes::fanFloat:unfrozen @ @ x lowerPortal fanFloatSpikes topPortal qr Thruster x left fanFloatSpikesLedge right qb fanFloatSpikes::fanFloat:frozen&Thruster n [ Actually you only take damage here if the fan float isn't frozen, so it's not a strict requirement. Would need Thruster to get out of the spikes though. ] > coins 2 n has: coin*29 x down redBluePipesPortalPit up qr Thruster x portal portalsBounceMechanicalHeart leftPortal gb portal > hazard spikes > coins 1 q Thruster n has: coin*30 n [ This is a cool room where there's no floor to stand on. ] x rightPortal redBlueWiresEmitter topLeftPortal gb portal qr Thruster a destroyEmitter At { set sunkenCityEntrance::waterLevel:four; deactivate } x right robotSpineGrassyBase left > enemy armoredBlob > enemy crawler n [ Oops I killed the crawler... ] m door:closed oa freezeCrawler q ElementGun e { set door:open } o right qb door:open ta freezeCrawler xt right enclosedLiftBottom left m block:inactive o up enclosedLiftTop down q block:active|?wallClimb|?wallJump|?flight a activate q ElementGun At { set block:active; deactivate } xt up n at: enclosedLiftTop x left robotSpineTopSave right > enemy fanFloat > coins 1 n has: coin*31 > save v fallDown robotSpineGrassyBase flyUp qr ?flight|?wallClimb|(Thruster&?wallJump) x left robotFace right > hazard spikes > enemy shooter m platform:inactive a activate q ElementGun At { set platform:active; deactivate } x up robotFaceTop down q robotFace::platform:active|Thruster x right redWiresMossyChamber left o portalUp gb portal gb journey q Thruster|ElementGun > enemy armoredBlob > enemy sphereShooter o up slitWindowsLeap fallDown q ?flight|?wallClimb x right mossySnootBeastGirder left qr ElementGun|Thruster @ slitWindowsLeap v left dandelionsShootersSteps right @ @ a switch q ElementGun2|(Thruster&ElementGun) At { set dandelionsShootersSteps::door:open; deactivate } o up slitWindowsLeap down q ?flight|?wallClimb|?wallJump x down mossyLowerGirder up > enemy shooter > enemy blob x down outsideElevatorGap up > enterFlight > enemy mine x down leaningAncientSquarePillarsVendingMachines up qr FlightUnit > enemy humongousBeamCannon > coins 1 n has: coin*32 x left holoTokenGNook right > exitFlight > claimItem key GreenHoloToken n [ It's a "green holograhpic key." But I thought I was looking for a blue one? ] t right n at: leaningAncientSquarePillarsVendingMachines t up n at: outsideElevatorGap t up n at: mossyLowerGirder t up n at: mossySnootBeastGirder t left n at: redWiresMossyChamber xt portalUp spikyGirder portalBack > hazard spikes > enemy spitter v fallDown mossySnootBeastGirder upRight qr ?flight > coins 1 n has: coin*33 x left slitWindowsLeap right t left n at: dandelionsShootersSteps t up n at: doubleVendingTowerEntrance t leave n at: eastSkyTurretsTowerTop t downLeft n at: easternSkiesWestShaft xt down easternSkiesWestShaftSwitchbacks up > enemy skyTurret x down easternSkiesWestShaftBottom up q !waterLevel:one&!waterLevel:two&!waterLevel:three qr FlightUnit x left diamondWindowsTurretsChamber right q FlightUnit|Thruster > enemy ceilingTurret > enemy floorTurret > coins 1 q FlightUnit n has: coin*34 x left firstEastTowerEastMinesShaftBottom right qr FlightUnit|Thruster n [ Back out of our lock-in. ] x left crowdedMines right o left qr FlightUnit x up batteryChamber down q FlightUnit|?wallClimb|?wallJump > coins 1 n has: coin*35 > claimItem key OldCraneToken At save n [ You gotta dismount to get it but then you remount so it's not worth annotating a separate decision. ] t down n at: crowdedMines xt left greenBlocksShaftBase right o left q FlightUnit x up zappersMinesShaft down q FlightUnit qr !waterLevel:one&!waterLevel:two&!waterLevel:three > hazard zapper > enemy mine E death n [ Died to a zapper. ] R n at: batteryChamber > jaunt zappersMinesShaft x up skyGridBotShaft down q FlightUnit qr !waterLevel:one&!waterLevel:two > enemy skyGridBot v upLeft dandelionsShoreLedge down r up firstEastTowerWestGirder down t down n at: skyGridBotShaft x left hiddenNook right gt hidden > claimItem secret Skipmore n [ The game designer. Thanks for playing :) ] > jaunt greenBlocksShaftBase xt left sunkenCityCentralTwistedWreckageBottom right qb FlightUnit v up sunkenCityCentralTwistedWreckage down > coins 1 n has: coin*36 x left dandelionTurret right v up sunkenCityCentralTwistedWreckageWest down > coins 1 n has: coin*37 x left lowerWestCentralShaftBottom right qr FlightUnit v up lowerWestCentralShaftTop down o down q !waterLevel:one&!waterLevel:two&!waterLevel:three&!waterLevel:four qr FlightUnit x left dandelionsAndBushesSave right > exitFlight > save > coins 2 n has: coin*39 m door:closed o left qb door:open > enemy fanFloat x up warningLightsLasersTop downRight q ElementGun&Thruster > hazard crouchLaser x downLeft warningLightsLasersMid up qr Thruster > hazard crouchLaser x down warningLightsLasersBottom upRight qr Thruster > hazard crouchLaser x left aboveEmitterLedge right @ aboveEmitterDarkQuartz > seeItem quest DarkQuartz @ @ o fallLeft overgrownEmitterLeftLedge q Thruster|BikeUnit qr ?flight o fallRight overgrownEmitterRightLedge qr ?flight o fallDown overgrownEmitter flyUp qr ?flight xt fallDown a destroyEmitter At { set sunkenCityEntrance::waterLevel:five; deactivate } o upLeft overgrownEmitterLeftLedge right q Thruster x upRight overgrownEmitterRightLedge left q Thruster > enemy blob v right dandelionsAndBushesSave left x acrossLeft overgrownEmitterLeftLedge acrossRight qb Thruster|BikeUnit > enemy blob > coins 1 n has: coin*40 a switch q ElementGun&CrystalRod At set dandelionsAndBushesSave::door:open > jaunt dandelionsAndBushesSave ta saveGame t right n at: lowerWestCentralShaftBottom xt down overgrownShaftSteps up > coins 1 n has: coin*41 n [ We could be arriving here on 50 coins if we had cleaned out the top stuff already. ] x right undercityDoorThreshold left > exitFlight > coinDoor 50 o right qb coinDoor:open t left n at: overgrownShaftSteps > jaunt sunkenCityCentralTwistedWreckage xt upRight twistedWreckageLadderLedge downLeft x portal spikesCoin portal gb portal gb journey > hazard spikes > coins 1 n has: coin*42 t portal n at: twistedWreckageLadderLedge t downLeft n at: sunkenCityCentralTwistedWreckage > jaunt lowerWestCentralShaftTop t left n at: lowerWestTowerMossyChamerEntrance > jaunt lowerWestTowerSave ta saveGame t left n at: westZapperShaft xt down westZapperShaftMid up > hazard zapper x down westZapperShaftBase up q !waterLevel:one&!waterLevel:two&!waterLevel:three > exitFlight > enemy sphereShooter > enemy blob x right ceilingTurretSwitch left q Thruster > enemy ceilingTurret m door:closed a switch q ElementGun At { set door:open; deactivate } x down aboveEmitterDarkQuartz up q door:open qr door:open&Thruster ta getDarkQuartz At save n has: DarkQuartz*26 t up n at: ceilingTurretSwitch t left n at: westZapperShaftBase t up n at: westZapperShaftMid > jaunt westTowerSaveApproach t left n at: westTowerSave t up n at: blueHologramSealThreshold n [ NOPE. The GreenHoloToken does NOT open the BlueHologramSeal door. Kinda obvious if you think about it? I thought I'd just misread the colors or the game was kinda lax. Time to try that crane, but first, let's check that our key doesn't open the other holigram door? ] > jaunt crankDoorSave ta saveGame > jaunt ceilingSpikesSave ta saveGame t right n at: fanFreezeMechanism ta freezeFloatOnSwitch t bottomLeft n at: ceilingSpikesTowerHologramThreshold n [ This door looked identical to the other one to me... ] @t openDoor q GreenHoloToken*1 e { lose GreenHoloToken*1; set hologramDoor:open; deactivate } @ @ ta openDoor xt left pushBlocksPuzzleLedge upShaft qr ?wallClimb|?wallJump|?flight o right x left wheelGirdersSideReturn right qb CrystalRod3 t right n at: pushBlocksPuzzleLedge xt right pushBlocksPuzzle left @ neonGlyphsStele z Undercity m tenArmedAlienGlyph:inactive m birdGlyph:inactive m gunAlienGlyph:inactive @ @ a solvePuzzle At { set Undercity::neonGlyphsStele::tenArmedAlienGlyph:active; deactivate } t left n at: pushBlocksPuzzleLedge t left n at: wheelGirdersSideReturn t down n at: beamTurretComboTowerTop n can: FlightUnit t left n at: wheelGirdersApproach t left n at: oldCraneSave ta saveGame t up n at: oldCrane ta operateCrane xt left oldCraneOptionalPlatform right > enemy hoverDrill m platform:inactive x up spikeGirderFanFloats down q ElementGun|platform:active ... t down n at: oldCraneOptionalPlatform a activatePlatform q ElementGun At { set platform:active; deactivate } t up n at: spikeGirderFanFloats > enemy fanFloat > enemy imp a grabLowerCoin q Thruster At { gain coin*1; deactivate } n has: coin*43 a grabUpperCoin q ElementGun&Thruster At { gain coin*1; deactivate } n has: coin*44 x upRight skyPistonsGirder downRight q ElementGun&Thruster > coins 1 n has: coin*45 > hazard crusher > enemy downBeamer > enemy imp x downLeft blueHoloKeyGirders up qr ?flight|(?wallJump&Thruster) > enemy snootBeast > enemy armoredBlob > claimItem key BlueHoloTokenB x down snootBeastSkyCoin up ta grabCoins n has: coin*46 t down n at: rayFishSchool > jaunt westTowerSaveApproach t left n at: westTowerSave ta saveGame t up n at: blueHologramSealThreshold n [ NOPE. This is ALSO not the BlueHologramSeal!! ] n [ At least my map marks a spot to go to... ] n [ But I *can't* get there... it's behind the coin door T_T ] > jaunt undercityDoorThreshold ta spendTen ta spendTen ta spendTen ta spendTen ta spendCoin ta spendCoin ta spendCoin ta spendCoin ta spendCoin ta spendCoin n has: coin*0 n has: spentAt_SunkenCity_undercityDoorThreshold*46 n [ At this point I give up and check a speedrun video. Turns out, the key I need is hidden. Once I see the color, I can now see how the colors are indicated by the panel in front of the door, but it's not very vivid. Also, this key is NOT indicated as the next-thing on my map, and it's hidden behind a wall within a hard-to access area where I wasn't expecting a further secret... This is defniitely a bug with the map system, which in all other cases has pointed me exactly where I needed to go. I'm guessing they expected me to get this one earlier, and maybe it was even highlighted before? To be somwhat fair there is an arrow that points up towards it, but there's also a coin up there... ] n [ Meta: The "got reward go back" instinct betrayed me here. The *one* instance of bad design I've encountered so far in this game. ] @ blueHologramSealThreshold openDoor X openDoor # clean up old effect oa openDoor q RedHologramSeal*1 e { lose RedHologramSeal*1; set door:open; deactivate } @ @ > jaunt lowerWestTowerSave ta saveGame x up hiddenSealChamber down q Thruster&ElementGun gt hidden > claimItem key RedHologramSeal > jaunt blueHologramSealThreshold ta openDoor xt left skyHoverdrillsHallway right > enemy hoverDrill > enemy armoredBlob x portal skyBigBlobHallway portalLeft gb portal > coins 2 n has: coin*2 x downRight skyCeilingTurretHallway upRight qr Thruster > enemy ceilingTurret > enemy blob > enemy bigBlob > enemy fanFloat m door:closed a switch q ElementGun At { set door:open; deactivate } x down birdBlocksPuzzleLedge up qr Thruster nr [ A tight but doable jump back up. ] x right birdBlocksPuzzle topLeft qr Thruster o left qb CrystalRod3 a solvePuzzle At { set Undercity::neonGlyphsStele::birdGlyph:active; deactivate } xt left birdGlyphPuzzleReturn up qr Thruster > coins 2 n has: coin*4 r down sunkenCityUnderWestOverhang up > jaunt overgrownShaftSteps t right n at: undercityDoorThreshold ta spendCoin ta spendCoin ta spendCoin ta spendCoin n state: coinDoor:open n has: coin*0 xt right neonYellowSave left z Undercity > save > enemy downBeamer x right neonGlyphsStele left o down q birdGlyph:active&tenArmedAlienGlyph:active&gunAlienGlyph:active qr Thruster&birdGlyph:active&tenArmedAlienGlyph:active&gunAlienGlyph:active o right n [ Time for bed though... ] t left n at: neonYellowSave ta saveGame g time 2025-08-11>00:59 w g break g time 2025-08-16>00:26 t right n at: neonGlyphsStele xt right undercityGuards left > enemy downBeamer > enemy ceilingTurret > enemy swordArm x right crumblingBlueGlyphsRoomBottom left gb portal o upLeft q ?flight|?wallClimb > enemy armoredBlob o upRight q (?flight|?wallClimb|?wallJump)&CrystalRod3 qr CrystalRod3 x upLadder crumblingBlueGlyphsRoomMid down o up q ?flight|(Thruster&?wallJump) o upRight q ?flight|?wallClimb x left actualBlueHologramSealThreshold right gb hidden v downRight crumblingBlueGlyphsRoomBottom upLeft m hologramDoor:closed o left qb hologramDoor:open a useSeal q BlueHoloTokenB*1 At { lose BlueHoloTokenB*1; set hologramDoor:open; deactivate } n has: BlueHoloTokenB*0 xt left shooterAttic down > enemy sphereShooter x portalLeft neonCrumbleBlocksDance portalUp gb portal qr Thruster n [ You can just barely tag the portal again going up. ] > coins 2 n has: coin*2 v fallDown crumblingBlueGlyphsRoomMid up x right gunAlienBlocksPuzzleLedge left v fallLeft crumblingBlueGlyphsRoomMid upRight x right gunAlienBlocksPuzzle upLeft qr Thruster v left crumblingBlueGlyphsRoomBottom upRight q Thruster&CrystalRod3 > save q Thruster o right q Thruster a solvePuzzle At { set neonGlyphsStele::gunAlienGlyph:active; deactivate } n [ This puzzle was quite hard for me... ] ta saveGame xt right hoverDrillStep left qr Thruster|ElementGun > enemy hoverDrill > enemy armoredBlob x up blueColumnsCoinLedge down q Thruster&ElementGun > coins 1 n has: coin*3 > jaunt neonYellowSave ta saveGame t right n at: neonGlyphsStele xt down underNeonGlyphsStele up qr Thruster x fallDown floweringGirdersGrassyKnoll flyUp qr ?flight > cutsceneHappens talkToFlowerCrownedBlock n [ Finally a human comes here. This isn't a boss and this isn't the core though... Aila is the block's name. As 3rd generation AI, she uses too much energy so Yamato pulled the blug on her, but now she runs on a battery. Aila can help us reach the core if we find her a place to plug in... ] z ArtificialPrimitiveCave o down qr Thruster o acrossLeft birdGlyphsSave acrossRight qb Thruster o acrossRight qb Thruster o upRight q Thruster o upLeft q Thruster xt down bigBlobsBasin up > enemy bigBlob > coins 4 n has: coin*7 v upLeft birdGlyphsSave downRight q Thruster x right decrepitAncientCarSave left > save n [ Time for bed after only a bit of progress. ] g time 2025-08-16>00:59 w g break g time 2025-08-18>20:07 x right tiltedStatuePool left > waterEntrance > underwater > enemy jellyfish > coins 3 n has: coin*10 o right bikeSpinnerShore left q (ElementGun&Thruster)|?wallClimb|?swim|?flight t left n at: decrepitAncientCarSave x skimRight bikeSpinnerShore skimLeft m platform:lowered er set platform:lowered n [ Platform is actually on a timer... ] qb BikeUnit a spinner q BikeUnit At set platform:raised x right cyclopsBeamStainedGlass left > hazard water A set bikeSpinnerShore::platform:lowered n [ Platform slid back down as I'm typing things up & observing. ] o portalLeft gb portal e set bikeSpinnerShore::platform:lowered o upRight q bikeSpinnerShore::platform:raised&Thruster e set bikeSpinnerShore::platform:lowered t left n at: bikeSpinnerShore ta spinner t right n at: cyclopsBeamStainedGlass xt upRight cyclopsStainedGlassLedge downLeft x right mossyBranchShooters upLeft > enterFlight > enemy shooter > coins 3 n has: coin*13 > hazard spikes x right sawsImpsAscent left > hazard sawBlade > enemy imp > coins 2 n has: coin*15 x right mossyBranchShooters2 left q FlightUnit qr Thruster|FlightUnit > enemy shooter o upRight q Thruster x downRight spinnerOrbAccess left > exitFlight m block:inactive a activateBlock q ElementGun At set block:active x upRight spinnerOrbLedge down q BikeUnit&Thruster n [ There's a spinner; easier just to annotate it this way though... ] > grabOrbFromPedestal x rideUp spinnerOrbWaterfallsHallway downAround q spinnerOrbAccess::block:active qr spinnerOrbAccess::block:active&Thruster o downLeft spinnerOrbAccess up qr spinnerOrbAccess::block:active&BikeUnit&Thruster > hazard water m door:closed o downRight q door:open qr door:open&?flight > seeOrbSlot ta deliverOrb At set door:open > hazard water xt downRight orbSpinnersBranchTerminus up > coins 2 q Thruster n has: coin*17 m plug:unplugged a spinner q BikeUnit At { set plug:pluggedIn; deactivate } r portalBack floweringGirdersGrassyKnoll - # no reciprocal q plug:pluggedIn gt portal gt journey n [ Meta: This design ensures that if you raech the end, you'll have to activate the plug. It's not possible to somehow miss activating the mechanism and then get confused about where to go. ] > jaunt decrepitAncientCarSave ta saveGame > jaunt cyclopsBeamStainedGlass xt portalLeft bikeSpinnerShoreAttic portalRight o down tiltedStatuePool flyUp qr ?flight > coins 2 n has: coin*19 > jaunt cyclopsStainedGlassLedge t right n at: mossyBranchShooters n can: FlightUnit > jaunt mossyBranchShooters2 xt upRight sawBladeShooterCoins down q FlightUnit > enemy shooter > hazard sawBlade > hazard spikes > coins 2 n has: coin*21 > jaunt decrepitAncientCarSave ta saveGame t left n at: bigBlobsBasin xt upLeft n at: birdGlyphsSave > save > enemy blob o left t acrossRight n at: floweringGirdersGrassyKnoll xt acrossRight grassyKnollThreshold left o fallDown bigBlobsBasin flyURight qr ?flight > coinDoor 50 o right qb coinDoor:open !ta spendTen !ta spendTen !ta spendCoin n has: coin*0 n has: spentAt_ArtificialPrimitiveCave_grassyKnollThreshold*21 t left n at: floweringGirdersGrassyKnoll t acrossLeft n at: birdGlyphsSave ta saveGame xt left hugeDiamondSteleThreshold right m door:closed o left qb door:open > seeEnterFlight x up fanFloatShootIn down q Thruster > enemy fanFloat > coins 2 q Thruster n has: coin*2 a switch q Thruster&ElementGun At { set hugeDiamondSteleThreshold::door:open; deactivate } t down n at: hugeDiamondSteleThreshold xt left hugeDiamondSwitches right qr FlightUnit n can: FlightUnit > enemy imp > hazard sawBlade m switch1:off m switch2:off m switch3:off m fourSwitchesDoor:closed > coins 2 n has: coin*4 o left qb fourSwitchesDoor:open > seeExitFlight a switch1 q FlightUnit At set switch1:on a switch2 q FlightUnit At set switch2:on a switch3 q FlightUnit At set switch3:on x bottomRight hiddenSawsFlier left gt hidden > enemy flier > hazard sawBlade > coins 2 n has: coin*6 m switchFour:off a switch q FlightUnit At set switch4:on F switch1:on&switch2:on&switch3:on&switch4:on fourSwitchesDoor:open t left n at: hugeDiamondSwitches xt left mossyWidePlatformClimbBottom right m platform:inactive a lever At set platform:active > hazard spikes x portalLeft mossyWidePlatformClimbMid portalRight gb portal > enemy shooter > hazard spikes x portalLeft mossyWidePlatformClimbTop portalRight gb portal q mossyWidePlatformClimbBottom::platform:active x left simpleTallShaftTop right > enemy hoverDrill > enemy blob x down simpleTallShaftBottom up qr ?flight|(Thruster&?wallJump) > enemy hoverDrill > enemy blob > enemy snootBeast > coins 2 n has: coin*8 x left invisiSafeSpikes right > coins 1 n has: coin*9 > hazard spikes x up birdGlyphsPlug down q Thruster m plug:unplugged a pushPlug q GravityGlove At { set plug:pluggedIn; deactivate } t down n at: invisiSafeSpikes r portalBack floweringGirdersGrassyKnoll - # no reciprocal q birdGlyphsPlug::plug:pluggedIn gt portal gt journey xt upLeft floweringGirdersTopLeft down > coins 1 n has: coin*10 o up > seeEnterFlight x acrossRight floweringGirdersTopRight acrossLeft qb Thruster > coins 1 n has: coin*11 v down floweringGirdersGrassyKnoll upRight x up hangingRedBars downRight > enterFlight v downleft floweringGirdersTopLeft up o right > seeExitFlight o left > seeExitFlight r up Undercity::underNeonGlyphsStele flyDown > exitFlight t flyDown n at: ArtificialPrimitiveCave::hangingRedBars n can: FlightUnit xt left fourColumnSilhouettesSave right > save x up aboveSphereShootersLedge downRight q Thruster > coins 3 n has: coin*14 x downLeft chestHolehreeEyesStatue up qr Thruster nr [ Wthout ElementGun this jump is tricky. ] > enemy sphereShooter x left crissCrossBoxes right q Thruster|ElementGun > hazard spikes > enemy crawler > enemy upBeamer m door:closed m slime:placed a deflect q KnowsCanDeflectBeams At set slime:broken a switch q ElementGun&slime:broken At set door:open x left beamerWheelsSteps right qb door:open > enemy wheel > enemy downBeamer x portal crumblesAboveSpikesArrival portal gb portal > coins 1 n has: coin*15 v downRight beamerWheelsSteps upLeft qr ElementGun&Thruster x downLeft crumblesAboveSpikesBeam upRight qr Thruster x down fourHandsChestHoleStatueArea upRight > enterFlight qr upwardsFlightZoneExit > enemy flapper > enemy shooter > enemy spitter > enemy snootBeast > hazard spikes > coins 2 n has: coin*17 o downLeft > seeExitFlight x up shootersFlightCoins down > coins 2 n has: coin*19 t down n at: fourHandsChestHoleStatueArea xt downLeft downwardsPlugRoom up qr ElementGun&Thruster > enemy hoverDrill m plug:unplugged a stompPlug At { set plug:pluggedIn; deactivate } r portalBack floweringGirdersGrassyKnoll - # no reciprocal q plug:pluggedIn gt portal gt journey t upRight n at: floweringGirdersTopRight t up n at: hangingRedBars xt right redBarsBushLedgeSave left > save x right cossSupportHallway left > enemy flapper > enemy blob x right bigBlocksPuzzleTop left m block:placed > enemy shooter a pushBlock q block:placed&GravityGlove At set block:onEdge oa pushBlockAgain a block:onEdge&GravityGlove e set block:pushedDown o down qr Thruster x across bigBlocksPuzzleTopRight across q Thruster&bigBlocksPuzzleTop::block:onEdge qr Thruster o down qr ?flight m block:placed a pushBlock q GravityGlove At set block:pushedDown xt down bigBlocksPuzzleBottom flyUp v up bigBlocksPuzzleTop down > enemy blob > coins 2 n has: coin*21 m door:closed a switch q ElementGun&!bigBlocksPuzzleTop::block:pushedDown At { set door:open; deactivate } oa reset e { set bigBlocksPuzzleTop::block:placed; set bigBlocksPuzzleTopRight::block:placed } a pushTopBlock q bigBlocksPuzzleTopRight::block:pushedDown&GravityGlove At set bigBlocksPuzzleTopRight::block:pushedToHelp nt [ Not strictly necessary, but makes jump up much easier. ] x right laddersBlockPuzzle left q (bigBlocksPuzzleTopRight::block:pushedDown|bigBlocksPuzzleTopRight::block:pushedToHelp)&Thruster&door:open qr door:open > enemy blob > coins 2 n has: coin*23 m block1:placed m block2:placed oa reset e { set block1:placed; set block2:placed } a pushBlock q block1:placed&GravityGlove At set block1:pushedDown oa pushBlockBelow q block1:pushedDown&GravityGlove e set block1:pushedToBottom oa stackBlock1 q block1:pushedDown&block2:prepped&GravityGlove e set block1:stacked oa prepBlock1 q block1:pushedToBottom&GravityGlove e set block1:prepped oa grooveBlock1 q (block1:pushedToBottom|block1:prepped)&GravityGlove e set block1:grooved x portal laddersBlockPuzzleAttic portal q Thruster nt [ Thruster gets you there from top ledge; placing block 1 on ledge is more straightforward but not necessary... ] gb portal a pushBlock q laddersBlockPuzzle::block2:placed&GravityGlove At set laddersBlockPuzzle::block2:pushedDown oa stackBlock q laddersBlockPuzzle::block1:prepped&laddersBlockPuzzle::block2:placed&GravityGlove e set laddersBlockPuzzle::block2:stacked r down laddersBlockPuzzle flyUp qr ?flight a prepBlock2 q block2:pushedDown&GravityGlove At set block2:prepped n state: block1:pushedDown n state: block2:prepped ta stackBlock1 n state: block1:stacked n state: block2:prepped a grooveBlock2 q (block2:pushedDown|block2:prepped)&GravityGlove At set block2:grooved n state: block1:stacked n state: block2:grooved x jumpAcross decrepitBusLedge down q Thruster&((block1:grooved&block2:stacked)|(block1:stacked&block2:grooved)) > coins 1 n has: coin*24 > enemy ceilingTurret > enemy armoredBlob x right girdersBlockPuzzle left m platform:inactive a activate q ElementGun At { set platform:active; deactivate } x upLift girdersBlockPuzzleTop downLift q platform:active&Thruster > coins 2 n has: coin*26 m block:placed a pushBlock q GravityGlove&block:placed At set block:upperGirder oa reset e set block:placed x down girdersBlockPuzzleUpperGirder upRight qr ?flight|(girdersBlockPuzzleTop::block:upperGirder&Thruster) n at: girdersBlockPuzzleUpperGirder m door:closed o up q girdersBlockPuzzleTop::block:upperGirder&Thruster&door:open a pushBlock q girdersBlockPuzzleTop::block:upperGirder&GravityGlove At set girdersBlockPuzzleTop::block:lowerGirders x down girdersBlockPuzzleLowerGirder up qr Thruster o down girdersBlockPuzzle up qr Thruster a pushBlock q girdersBlockPuzzleTop::block:lowerGirders&GravityGlove At set girdersBlockPuzzleTop::block:reachSwitch oa pushTooFar q girdersBlockPuzzleTop::block:reachSwitch&GravityGlove e set girdersBlockPuzzleTop::block:atBottom a switch q girdersBlockPuzzleTop::block:reachSwitch&Thruster&ElementGun At { set girdersBlockPuzzleUpperGirder::door:open; deactivate } r upLift girdersBlockPuzzleTop downLiftMostly q girdersBlockPuzzle::platform:active&Thruster ta reset n state: block:placed ta pushBlock n state: block:upperGirder t down n at: girdersBlockPuzzleUpperGirder xt up mossyThreeBlocksPuzzle downLeft m block1:placed m block2:placed m block3:placed n state: block1:placed n state: block2:placed n state: block3:placed > coins 3 q Thruster&GravityGlove n has: coin*29 oa reset e { set block1:placed; set block2:placed; set block3:placed } a prep1 q block1:placed&GravityGlove At set block1:prepped oa push2 q block2:placed&GravityGlove e set block2:pushed oa push3 q block2:placed&GravityGlove e set block3:pushed n state: block2:placed ta push2 ta reset ta prep1 a stack2 q block1:prepped&block2:placed&GravityGlove At set block2:stacked a groove1 q GravityGlove At set block1:grooved a groove2 q block1:grooved&block2:stacked&GravityGlove At set block2:grooved a groove3 q block2:grooved&block3:placed&GravityGlove At set block3:grooved x downRight mossyShortPlatforms up q block1:grooved&block2:grooved&block3:grooved qr block1:grooved&block2:grooved&block3:grooved&(?wallClimb|?wallJump|?flight) x down blockPuzzlesFlightZone up > enterFlight qr upwardsFlightZoneExit > enemy shooter > hazard spikes m plug:unplugged a shootPlug q FlightUnit|GravityGlove At { set plug:pluggedIn; deactivate } r portalBack floweringGirdersGrassyKnoll - # no reciprocal q plug:pluggedIn gt portal gt journey F blockPuzzlesFlightZone::plug:pluggedIn&orbSpinnersBranchTerminus::plug:pluggedIn&birdGlyphsPlug::plug:pluggedIn&downwardsPlugRoom::plug:pluggedIn AccessCore n can: AccessCore > cutsceneHappens fourPlugs q AccessCore n [ What to expect: Yamato gathering energy to return to a higher dimension, which will create a 30-million-kilometer black hole in this one? A sphere of astral carbon... ] t acrossRight n at: grassyKnollThreshold ta spendTen ta spendTen ta spendCoin ta spendCoin ta spendCoin ta spendCoin ta spendCoin ta spendCoin ta spendCoin ta spendCoin ta spendCoin n has: spentAt_ArtificialPrimitiveCave_grassyKnollThreshold*50 n state: coinDoor:open n has: coin*0 xt right coreTeleporter left > save x takeTeleporter approach - z Core zz CoreZone gt teleporter gt journey q AccessCore At gain FlightUnit x fightWaves appraochPhase2 - > save x fithWaves approachBoss - n level: bossFight^1 > boss GrandUnknown 1 > beatBoss GrandUnknown x continue tranquilPlatform - q GrandUnknownDefeated At { lose FlightUnit; save } E death R n at: Core::tranquilPlatform n [ I try the water to the left but it kills me, unlikc the reflecting water in the FushimiShrine which did have secrets in it! ] x right tranquilPlatformSave > save x right tranquilBrokenRing left > hazard spikes n [ Turns out Yamato was the dark bot we encountered 3 times. ] n level: bossFight^1 > boss Yamato 3 > failBoss Yamato tranquilPlatformSave t right n at: tranquilBrokenRing > failBoss Yamato tranquilPlatformSave t right n at: tranquilBrokenRing > beatBoss Yamato n [ Third time's the charm :) ] n [ We feel sorry for Yamato. Here auto-repair is still functioning? ] x right tranquilToriiSave left q YamatoDefeated > save o right t left n at: tranquilBrokenRing n [ Just checking in case there's a did-you-go-back flag. ] t right n at: tranquilToriiSave xt right shatteredNeonWallsGlobe left > hazard spikes n [ There's a sphere of astral carbon with a cyberwhale skeleton floating in the background. ] n [ This being mainipulated us into bringing it the DNA records? But we're not going to give them up without a fight! ] > boss PhonyAngel 3 > failBoss PhonyAngel tranquilToriiSave n [ This boss is quite fun. ] t right n at: shatteredNeonWallsGlobe > beatBoss PhonyAngel n [ Beat it on 1 health. ] E victory n [ Yamato is saved and given a new ID, although she may or may not want to be our maid... We use the plant to absorb the astral carbon sphere... ] n [ They've got 1 designer, 1 programmer, 1 producer, and +1 for some extra music. Very small team. ] n [ Checking achievements, I missed at least one dark quartz, and there's an alternate ending I guess? I'm fine with this though... ]