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Bestenlisten

Geprüfte persönliche Bestzeiten über alle bestenlistenfähigen Level. Zeiten werden serverseitig aus den aufgezeichneten Eingaben des Spielers neu simuliert; nur Läufe, die auf dem Server denselben Pfad reproduzieren, zählen.

Beste Spieler

Eine Rangliste über die ganze Kampagne: Punkte aus jedem Level, auf dem du eine verifizierte Zeit hast.

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#1 Garden Path

A winding path. The gems show the way.

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#2 Picnic Lawn

Every gem is out. You choose the order.

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#3 Wraparound

Leave on one side, come back on the other.

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#4 Boxwood Maze

Hedges everywhere. The gems know the way.

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#5 Sliding Stones

Some stones slide. Wait for the gap, then go.

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#6 Long Tail

A long body leaves a long trail. Don’t cross it.

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#7 The Mill

The sails never stop. Duck in behind one.

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#8 Sunset Sprint

One lap before the sun goes down. Boost!

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#9 Garden Gate

Press the button and the gate swings open.

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#10 Harvest

Mill, stones, barn and edges: bring it all in.

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#11 Lamplit Quay

Night on the docks. Your lamp shows the way.

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#12 Ferry Crossing

No bridge over the channel. Take the ferry.

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#13 Loading Belts

Ride the belts. Fight them and you crawl.

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#14 Seagull

A hungry gull. Keep the crates between you.

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#15 Red Signal

Red light means go. Switch it on first.

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#16 Full Steam

One boost is not enough. Grab the charge.

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#17 Cargo Press

Wait for the press to open, then slip by.

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#18 Shed Skin

Too long for the sheds. Shed some tail.

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#19 Tide Gate

The gate shuts with the tide. Be quick.

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#20 Beacon Point

The beam opens the gates. Ride the light in.

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#21 Gear Train

Three wheels, three rhythms. Mind the gaps.

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#22 The Loom

Shuttles fly across. Weave your way through.

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#23 Piston Wave

Restart the machine, then keep pace with the wave.

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#24 Clock Face

Two hands sweep the dial. Count the seconds.

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#25 Planetarium

Planets wheel round the sun. So do the gems.

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#26 Grinder

Blades swing from the walls. Hug the far side.

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#27 Double Doors

One door opens as the next one shuts. Wait inside.

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#28 Revolving Door

Turn the drum to face the room you need.

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#29 Escapement

Twelve seconds to the vault, two wheels between.

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#30 The Great Clock

Every gear at once. Find the beat of each.

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#31 Firefly Glade

The gems only shine where the fireflies fly.

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#32 Blue Hour

Flip a lever, light a lamp, walk through blue.

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#33 Twilight Mix

Red and blue make purple. Light both.

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#34 Signal Fires

Three fires, six colours. Mix your way in.

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#35 Wandering Lantern

The gates open where the lanterns walk.

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#36 Painted Light

Paint your lamp to find the hidden gems.

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#37 Lamplighter

Each lever lights two lamps. Choose your pair.

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#38 Marsh Light

Something drifts in the dark. Stay in the light.

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#39 Glowworm Cave

Pitch dark. Your painted lamp finds the worms.

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#40 Aurora

Walking light, mixed light, painted light.

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#41 Lazy River

Two slow rivers. Let them carry you.

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#42 Canal Locks

Open the sluice and let the current take you.

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#43 White Water

The chute is fast. Steer round the rocks.

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#44 Eddies

Swim with the whirl, never against it.

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#45 Upstream

Boost against the flow. Ride it back down.

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#46 Mine Rails

Ride the rails round the yard. Hop off in time.

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#47 Crosswind

Into the wind they catch you. With it, never.

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#48 Spillway

Wheels on the water. Go with the flow.

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#49 Turntable

The floor turns. Let it bring the gems to you.

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#50 Grand Canal

River, whirlpool, basin and chute. Plan your tour.

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#51 Warp Pairs

Four sealed rooms. Portals are the only doors.

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#52 Junction

One portal, three exits. Pick the line.

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#53 Edge Warp

Three looping galleries, one portal down each.

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#54 Gatehouse

Every portal is asleep. Wake them one by one.

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#55 Shuttle Bay

Time the lifts, or warp around them.

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#56 Cannon

Into the portal, out of the cannon. Aim!

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#57 Secret Passage

The last gem opens a door that was never there.

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#58 Railway Switch

Each siding sets the points for the next trip.

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#59 Portal Maze

The room next door may be four jumps away.

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#60 Wormhole

One hub, three wings, one hidden room.

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#61 Hound Run

It never tires. Lose it round the stones.

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#62 Night Watch

Guards on their beat, a hound on your tail.

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#63 Ambush Alley

They lie in wait. Boost past their lairs.

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#64 Freeze Tag

Each frost pad freezes the pack once. Use it well.

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#65 The Pack

Four wolves, all slow. Never let them meet.

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#66 Night Hunt

Two hunters in the dark. Listen with your lamp.

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#67 Stampede

Ride the trails. The hounds have to run.

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#68 The Keeper

Take the relic and the keeper wakes.

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#69 Spinning Den

The blades stop you, not it. Mind both.

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#70 The Hunt

Everything on the moor wants you. Keep moving.

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#71 Lever Row

Every lever opens one door and shuts another.

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#72 Countdown Run

Each button starts a clock. Beat them all.

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#73 Locked Pads

The pads open when your pockets are full enough.

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#74 Domino Rings

Each button waits on the far side of its door.

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#75 Interlock

One lever, two gates, never both open.

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#76 Toll Gates

Each gate takes a toll in gems. Pay and pass.

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#77 Key Ring

Each trigger gem opens a room its own way. Find the order.

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#78 Flash Mix

Two lamps on timers. Light both, then run.

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#79 Escalation

Every second gem starts another machine.

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#80 Central Control

Levers, clocks, locks and a portal. Run the yard.

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#81 Coiled Spring

Wind in, wind out, never touch yourself.

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#82 Shedding Season

Tight closets, long body. Molt when it pays.

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#83 Overdrive

Chain your boosts. The charges are on the spurs.

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#84 Snake Pit

The laps are barely longer than you. Shed first.

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#85 Figure Eight

Cross the middle only once your tail has left.

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#86 Long Haul

The short way is often over the edge.

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#87 Serpent Maze

Every gem is out. Plan a tour with no U-turns.

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#88 Charge Relay

Press, boost, slip through. Then recharge.

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#89 Shed and Run

Too long to circle in there. Shed first.

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#90 The Den

Shed to fit the pits, then sprint for the vault.

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#91 Base Camp

River, wheel, gems: the climb starts here.

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#92 Night Ferry

Each strongroom is lit from another room.

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#93 Switchback

Every leg climbs against the stream.

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#94 Hunter's Moon

A quicker hound in the dark. Spend boost well.

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#95 Signal Box

One lever, two gates, two wheels and a red lamp.

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#96 Express

Against the clock, and there is a shortcut.

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#97 Colour Current

Levers on one bank, gates on the other.

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#98 Long Night

Long body, tight pits, and then the hunter.

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#99 The Ascent

Three legs, three old trials. Climb.

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#100 Summit

Everything you have learned, one last time.

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