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#1 First Light
Follow the gems. Nothing here bites.
#2 Over the Edge
The edge is not the end. The far side is closer.
#3 Drifting Gems
Some gems wander. Meet them halfway.
#4 The Fence
The fence bites. Everything inside is yours.
#5 Stepping Stones
Five stones in the stream. Slip between them.
#6 The Hedge
One hedge, two ways round. Pick your gap.
#7 Switchback
Three turns, one road. Stay off the walls.
#8 Slow Sweep
One slow bar. Cross behind it, not in front.
#9 Windmill
The mill turns slowly. Slip past its arms.
#10 Two Lanes
Two lanes, two sliders. Switch through the gaps.
#11 Breathing Door
The door breathes. Go through as it opens.
#12 Orbit
Two moons circle the hub. Cross between passes.
#13 The Burrow
Something glows deep in the burrow.
#14 Crossing Guards
Three barriers rise and fall. Pass above or below.
#15 Pillared Hall
Two sentries pace the hall. Keep a pillar between you.
#16 Rockslide
The low road closes. Take the mountain instead.
#17 Rotor Row
Three doors, three spinning bars. Find the beat.
#18 Shuttle Run
Out to the far wall and back through the sliders.
#19 Hedge Maze
Every dead end hides a gem. Find them all.
#20 Clockwork Yard
Everything you learned, all at once.
#21 Pressure Plate
Step on the plate. The door remembers.
#22 Quick Gate
The plate opens the door. Be through before it shuts.
#23 The Watcher
It only follows while you are close. Walk away.
#24 Seesaw
One lever, two doors. Only one is ever open.
#25 Ambush
They strike when you come close. Dip in, step out.
#26 Relay Race
Press, run, pass. Three doors, no time to look back.
#27 Sleeping Draught
The plate puts the guard to sleep. Twelve seconds.
#28 Locksmith
The last plate is locked until you hold six gems.
#29 Wolves
Two wolves, wide turns. Run straight, then cut.
#30 Fuse
The plate lights a fuse. Clear the tunnel or turn back.
#31 Crossed Wires
Two levers, four doors. Follow the cables.
#32 The Relic
Take the relic and run. Something wakes behind you.
#33 Drawbridge
One bar, four rooms. Each plate turns it a quarter.
#34 Night Patrol
Two guards walk the ring. Let them pass, keep moving.
#35 Three Seals
Each seal wants more gems than the last.
#36 Stop the Wheel
The plate stops the wheel for a moment. Go now.
#37 Sluice
Enter the lock, flip the lever, leave the other way.
#38 Hornets
A nest on every wall. Hug the other one.
#39 Control Room
Four wings, four doors, one booth. Plan each raid.
#40 Trial by Fire
Door, wheel, nest, relic. Then all of it again, chased.
#41 Red Door
A door in its own light is glass. Light the next one.
#42 Two Rings
Run into one ring, come out of the other.
#43 Lantern Light
Some gems only exist in the light. Follow the lantern.
#44 Paint the Lamp
Tint your lamp. Gems appear only in their own colour.
#45 Purple
Red and blue together make the middle door purple.
#46 Leapfrog
Three walls, three hops. Land running.
#47 Sweep Light
The doors are glass only while the beam is on them.
#48 Points
One ring, three destinations. The dials choose.
#49 Palette
Colours add up. Mix the lamp, wash it, mix again.
#50 Stained Glass
Six doors, three lamps. Each door has one recipe.
#51 Escape Hatch
The exit has no door. Earn the ring that leads in.
#52 Lantern Bearer
Catch the lantern and walk in its light.
#53 Traffic Lights
Red, green, red. Set the lamps to the door ahead.
#54 Hall of Mirrors
Four rooms, four rings, one loop. Keep your bearings.
#55 Pitch Dark
You can see two steps ahead. Find the lamps.
#56 Kaleidoscope
Two lanterns, three doors, three different moments.
#57 Harbour
The dials move the far ring between the docks.
#58 Lamp and Lock
Your lamp finds the gems. Only a room lamp opens a wall.
#59 Relay Beacon
Lamp, wall, beacon, ring, lamp, wall. In that order.
#60 Observatory
Two lanterns, three doors, one dark wing. Watch the sky.
#61 Current
The river carries you east. Aim upstream to cross.
#62 Tailwind
Ride the wind past the nest. Never walk into it.
#63 Sorting Office
Parcels ride the belt. The ring files you into a bin.
#64 Baggage Claim
Ride the carousel the right way. The guard cannot.
#65 Spotlight
The gems live in the spotlight. So does the hound.
#66 Colour Cannon
The chute fires you upstairs. Then read the lamps.
#67 Lockdown
Go with the flow and it never catches you.
#68 Tide Pool
Two currents, one moon, pearls only in its light.
#69 Signal Box
Pick a track, ride the belt, beat the door. Return slowly.
#70 Nightshift
Guards on the outer aisles, belts on the inner. Lights out.
#71 Furnace
Enter the draught as the lamp arrives. Crawl through.
#72 Circuit
Each lever opens the next link and cuts the last.
#73 Wind Tunnel
Two gales, both one-way. Ride them; never turn back.
#74 Aviary
The birds cannot ride the wind. You can.
#75 Spectrum Run
Paint, collect, press, run. Three lanes, three colours.
#76 Crossfire
Weave past the nests on the belt. Tiptoe past the bird.
#77 Lighthouse Keeper
Three doors on the beam. The south one is his.
#78 Rail Yard
Ride the track ahead of the engine. Never meet it.
#79 Labyrinth of Light
A dark maze. Light rooms, open the red wall, earn the ring.
#80 Grand Finale
Everything, then home. The relic wakes it and opens the way.
#81 Sunken Garden
The fences fell centuries ago, the gems stayed
#82 The Aqueduct
The water is long gone, the gates still work
#83 The Cistern
Something down here is still turning
#84 The Stairwell
The bottom step leads back to the top
#85 The Procession
The offerings are still doing their rounds
#86 The Breathing Hall
The columns have not stopped breathing
#87 Smooth Drift
Collect the gems as fast as you can
#88 Four Walls
A walled arena - no edges to slip through. Gather every gem, then slide out.
#89 Pillars
Open ground with a few standing pillars. Weave between them and bank the points.
#90 Mind the Gaps
A ring of walls with narrow openings. Slip through the gaps to clear every gem.
#91 The Corridor
A tight, snaking corridor - sharp turns all the way to the exit.
#92 Sliding Doors
Walls slide up and down across the lane. Time your dash through the gaps.
#93 The Labyrinth
A proper maze of branching corridors and dead ends. Take a wrong turn and you will get lost - find the way through.
#94 Open Throttle
Hold full boost and carve through a wide field of pillars and drifting orbiters. Flow the gaps, sweep the gems, do not clip.
#95 The Turnstile
A four-armed cross sweeps the arena. Dart in for the inner gems between passes, grab the rest outside.
#96 Crossroads
Four quadrants, one central crossing. Sliding walls and pillars guard the points.
#97 Open Sesame
Hit the pad to drop the wall, then dart past the spinning triangle to clear the room.
#98 Breadcrumbs
Two blocks trace figure-eights across the field. Read their crossings and gather every breadcrumb.
#99 The Cave
Something glimmers in the dark…
#100 Two Keys
A key waits in each side room behind a breathing throat that seals and opens. Grab both to open the twin gates to the exit.
#101 Quick, the Door!
Each pad opens its door for a beat, then it slams. Arm, rush the gap, dodge the sweep, repeat.
#102 Shift
One lever shifts the whole bank of panels. Weave in, throw the lever, and the maze rearranges for the way back.
#103 Live Wire
The switch opens the vault - and drops a live blade across it. Take the gems anyway, then kill the switch to slip out.
#104 Turbine
Dance around the spinning cross for the outer gems, then dive into the eye of the storm for the last two.
#105 The Vault
Security beams rake the strongroom. Hit the switch to drop the cage - but it reseals fast. Thread the lasers, grab the loot and get clear before it slams shut.
#106 Don't Look Back
A hunter tracks your head and never stops. Tag the pads, drop the gates, take the gems - and never slow down.
#107 Lockworks
Each valve bar blocks the works until you turn it. Throw the lever, swing it flat, and thread the gaps past the spinning teeth.
#108 True Colours
Each gem only shows under its own colour of light. Learn the palette and cross the spinning star between zones.
#109 First Dark
Only your own glow lights the way. Feel out the bends, gather the gems, find the exit.
#110 Lighthouse
A beam orbits the dark. Snatch each gem the moment the light reaches it - outer ring then inner.
#111 Switch On
The room is pitch black. Find each pad to light the next section - the last reveals the hidden gem and the way out.
#112 The Riverbed
Follow the water…
#113 Blackout Maze
A real maze in near-total darkness. Feel your way through the branching corridors, gather every gem, and the exit appears.
#114 Colour Match
Switch on each colour from its pad to reveal that zone's gems. Zig-zagging blocks patrol the gaps between zones - read their weave to cross.
#115 Patrol
Patrolling lights drift through the dark. Ride their glow to reach the gems.
#116 Hidden Door
The exit hides in the dark. Light it from the pad, then make your way over.
#117 Night Run
Lamps mark a lane through the dark; breathing pillars pinch it shut from above and below in turn. Boost on, weave the beat, sweep up the gems.
#118 Spectrum
Every trick of the light at once - colours to match, a beam to chase, dark to cross.
#119 Lights Out
Chambers split by breathing gaps. Flip the dark on and off - you only see the layout when the lamps blaze, then time each sealing gap.
#120 Four Rooms
Four chambers, four different beasts: a spinning cross, a breathing pillar, a patrolling diamond, and a vault that slams shut. Unlock each to reach the next.
#121 Trail of Light
The path lights up one stretch at a time. Hit each pad to extend the trail forward.
#122 Window of Time
Breathing pillars choke the lane in the dark. The sweeping light shows which gap is open - go on the beat.
#123 The Combination
Three colours lock the vault. Light them all to claim the rich payload inside.
#124 Gauntlet
Sliding walls, drifting lights, locked gates - run the gauntlet against the clock.
#125 The Catacombs
A vast, pitch-black labyrinth. Feel your way through endless branching corridors, collect every gem, and the way out reveals itself.
#126 Final Sprint
A long dark straight, gates on the run, boost wide open. Chase the perfect lap.
#127 The Drift
A wide playground of every mechanic at once. Flow through it and gather it all.
#128 Serpent Drift
The final drift. Dark chambers, colour locks, timed gates - everything you have learned.
#129 Radar
The sweeping beam unlocks the gates - ride the light
#130 Will-o'-the-Wisp
Only the wisp's glow makes the gems real - follow it through the marsh
#131 Switchyard
The lever decides which portal is powered
#132 Green Wave
Trip the wave and ride the rolling green lights - or crawl the mud detour
#133 Gallery Heist
Grab the keys, crack the vault - and survive the alarm
#134 Colour Mixer
Red plus blue makes purple - bring the wandering light to the right lamp
#135 Darkroom
Tint your headlamp at the stations - each gem only shows its true colour
#136 Tides
The tide gates breathe on their own rhythm - slip through at low tide
#137 Clockwork
Three spinning rings, one heartbeat - wait for the gaps to line up
#138 Edge of the World
No walls out here - the world wraps around the edge
#139 Matador
Bait the bull's charge, then slip past - the middle gems are the provocation
#140 Pistons
The presses slam shut on their own beat - dash through between strokes
#141 Tollgates
Each gate demands a bigger toll of gems - earn your way in
#142 Rush Hour
Traffic never stops - cross the lanes between the bumpers
#143 Slipstream
No walls east or west - ride the fast water and lap the world
#144 The Hive
Narrow lanes through the comb - don't wake the wasps
#145 Cherry Picking
Not every gem is worth the risk - pick your prizes and hit the score
#146 Wormholes
Four sealed rooms, three wormholes - the only way out is through
#147 Graveyard Shift
Gems glow only by torchlight - and something drifts between the graves
#148 Prism Lock
Each gate wants an exact two-colour mix - a third lamp spoils it to white
#149 Relay
One lever opens what another shuts - work the locks in the right order
#150 The Tumbler
Keys and cranks spin the two vault rings - line up both mouths, then dive in
#151 The Grand Tour
Everything you've learned on one long road - see the sights and make it home
#152 Demo Sandbox
Test level with every new mechanic.
#153 Conjunction
Two moons circle the vault - a door only opens where they meet
#154 The Ferryman
Dial a shore on the pads, then step through - the wormhole goes where you send it
#155 Pilgrimage
Every shrine you clear awakens the next gate
#156 Cave-in
The tunnel seals itself behind you - there is only forward
#157 Train Robbery
Ride against the traffic, loot the wagons - and mind the locomotive
#158 Wolfpack
Two hunters share the moor - never let them box you in
#159 Meteor Shower
Cross the field between the falling stars
#160 Constellation
Pitch black - follow the glow of the next star
#161 Eye of the Needle
A thread-thin passage - steady hands only
#162 Serpentine
Pure flow - lean into the bends and ride the current
#163 Pearl Diver
Shore gems are free - every pearl costs you time underwater
#164 Switchboard
Four levers, eight cells - each opens one door and shuts its twin
#165 Accordion
The lanes breathe - slip through on the exhale
#166 Pinball
Bumpers, side lanes and a table that wants you out
#167 Ant Hill
Narrow galleries, busy shafts - yield to the workers
#168 Blink
It never stops hunting - the wormholes are your only breather
#169 The Ford
Bridges beat swimming - when the right one is down
#170 Fireflies
The gems wake only in a firefly’s glow - walk with them
#171 Carousel
Every gem rides a wheel with a counterweight right behind it
#172 Nesting Dolls
Three shells, three sliding doors - line up a way to the core
#173 Phase Shift
One switch turns the world red or green - walls open under their own colour
#174 Twin Lanterns
Each hall’s lantern is lit from the other one - keep crossing
#175 The Lens
Where red and blue overlap, purple wakes the gems - travel with the lens
#176 Demolition
Five charges, five sealed slots - blast open your own shortcut
#177 Nest Raid
Every gem has a sleeping guard - every theft wakes one more
#178 Phantom Walls
The whole maze blinks in and out - move on the off-beat
#179 Whirlpool
Rings of racing and dragging water - spiral your way to the middle
#180 Assembly Line
Cross the conveyor circuits between the moving crates
#181 Ferris Wheel
Snatch each gondola as the spokes sweep past
#182 Lantern Relay
Two lanterns take turns along the road - always travel with the glow
#183 Short Circuit
Some corridors cut the lights the moment you enter - study them first
#184 Time Trial
A clean oval at full throttle - just you and the clock
#185 Checkerboard
Fast squares, slow squares - move like a rook, not a pawn
#186 Offbeat
Three crusher rhythms, none in step - dance through on the offbeat
#187 Fairy Lights
Every gem you take lights the next station down the string
#188 Terraces
Climb the water steps - sprint the rapids, wade the shallows
#189 Expedition
Four wild corners of one big map - plan your route by campfire light
#190 The Sunken Temple
Ride the weir, open the prism vault, rob the nest - then earn the fast way home
#191 The Warden
The warden never sleeps, but it does lose interest.
#192 The Millrace
Ride the race down, then climb back against the current.
#193 The Orrery
Every door answers to a colour. Travel with the light.
#194 Shark Reef
Grab the pearl, let the current carry you clear.
#195 Ghost Ship
Ring the bell and the crew fades for a few breaths.
#196 Hourglass
The sand is closing every door. Get through first.
#197 The Gorge
One canyon, one way down. Pick your branch at the fork.
#198 The Hound
It never stops and never tires. It just turns wide.
#199 Roundhouse
The turntable sends you into one stall at a time. Clear it to be sent on.
#200 Countdown
Touch the pad and the far door opens. You have until it shuts.
#201 Rapids
Forty seconds of white water. The gems are just bragging rights.
#202 Möbius
No walls at the edges. The short way round is usually off the screen.
#203 Dominoes
Every gem swings one gate open and one gate shut behind you.
#204 Ouroboros
Every gem makes you longer. The rooms do not grow with you.
#205 Downhill
Everything here rolls downhill. Including you.
#206 Headwind
The wind never slows the hawk. It only slows you.
#207 Nightfall
Every gem you take, the light dies a little more.
#208 Crosscurrent
Every crossing carries you downstream. Aim above your mark.
#209 The Chutes
Every chute is one-way. Clear the shelf before you drop.
#210 Escalators
One stair runs up, one runs down. Change lanes between them.
#211 Merry-go-round
Two spinning floors. Step on and go where they go.
#212 Riptide
Ride the rip out. Come back between them, never against.
#213 Gears
Five wheels, one rhythm. Slip between the teeth.
#214 Windmills
The wind speeds you into the blades. Time it or fight it.
#215 Clock Tower
The hands sweep the face. Take the gems between beats.
#216 Venetian
The blinds open in a wave. Ride it out and fight it back.
#217 Sawtooth
Each blade sinks slowly and resets in a blink. Go on the blink.
#218 Cannonball
Step into the barrel. The current does the rest.
#219 Sweeper
Two brooms, two lanes. Change lanes before yours arrives.
#220 Far Side
It hunts in straight lines. The world is round.
#221 Airlock
Two doors, never both open. Wait inside.
#222 Sushi Bar
The plates ride the belt. So can you.
#223 The Drain
Everything here circles the drain. Don't reach it.
#224 Slalom
Thirty seconds down the mountain. Seven gates, one line.
#225 Coil
Wind in along the wall. Wind out beside yourself.
#226 Undertow
The surface takes you east. The deep lane brings you back.
#227 Treadmill
The belts run against you. Only a full sprint gets you up.
#228 Second Wind
A floor chip refills your boost before the second belt.
#229 Sprint Relay
Three gates on one bar, with a refill hidden in each corner.
#230 Long Dash
Fifteen seconds of hall, and every chip buys more sprint.
#231 Rotor Sprint
Two rotors whose gap is only wide enough at full sprint.
#232 Hound Ring
It is faster than you, but not faster than your sprint.
#233 Shed
Long snake, small rooms, and a chip that sheds the tail.
#234 Closets
Three dead-end closets: shed your tail first, or swing wide.
#235 Gluttony
Sixteen gems grow a long snake that two pillars punish.
#236 Tail Eater
Force the gate, then lap the coil without biting your tail.
#237 Full Kit
Gate, rotor, hound and knot, and every chip is a detour.
#238 Faulty Wiring
Every lever flips more than one lamp. Plan ahead.
#239 Minecart
The rails only run one way. Set the points first.
#240 Midnight Arcade
Four ghosts, four power pads. The tunnel is yours.
#241 Three Laps
Same circuit, three laps. It changes every time round.
#242 Parking Garage
Every bus has its own switch. Park them out of the way.
#243 Waterworks
Turn the valves, join the pipes, follow the water in.
#244 The Colossus
Three weak points, three phases. It gets angrier.
#245 Night Golf
Five holes under the lamps. Mind the windmill.