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Bestenlisten

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#1 First Light

Follow the gems. Nothing here bites.

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#2 Over the Edge

The edge is not the end. The far side is closer.

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#3 Drifting Gems

Some gems wander. Meet them halfway.

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#4 The Fence

The fence bites. Everything inside is yours.

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#5 Stepping Stones

Five stones in the stream. Slip between them.

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#6 The Hedge

One hedge, two ways round. Pick your gap.

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#7 Switchback

Three turns, one road. Stay off the walls.

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#8 Slow Sweep

One slow bar. Cross behind it, not in front.

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#9 Windmill

The mill turns slowly. Slip past its arms.

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#10 Two Lanes

Two lanes, two sliders. Switch through the gaps.

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#11 Breathing Door

The door breathes. Go through as it opens.

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#12 Orbit

Two moons circle the hub. Cross between passes.

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#13 The Burrow

Something glows deep in the burrow.

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#14 Crossing Guards

Three barriers rise and fall. Pass above or below.

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#15 Pillared Hall

Two sentries pace the hall. Keep a pillar between you.

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#16 Rockslide

The low road closes. Take the mountain instead.

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#17 Rotor Row

Three doors, three spinning bars. Find the beat.

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#18 Shuttle Run

Out to the far wall and back through the sliders.

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#19 Hedge Maze

Every dead end hides a gem. Find them all.

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#20 Clockwork Yard

Everything you learned, all at once.

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#21 Pressure Plate

Step on the plate. The door remembers.

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#22 Quick Gate

The plate opens the door. Be through before it shuts.

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#23 The Watcher

It only follows while you are close. Walk away.

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#24 Seesaw

One lever, two doors. Only one is ever open.

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#25 Ambush

They strike when you come close. Dip in, step out.

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#26 Relay Race

Press, run, pass. Three doors, no time to look back.

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#27 Sleeping Draught

The plate puts the guard to sleep. Twelve seconds.

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#28 Locksmith

The last plate is locked until you hold six gems.

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#29 Wolves

Two wolves, wide turns. Run straight, then cut.

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#30 Fuse

The plate lights a fuse. Clear the tunnel or turn back.

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#31 Crossed Wires

Two levers, four doors. Follow the cables.

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#32 The Relic

Take the relic and run. Something wakes behind you.

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#33 Drawbridge

One bar, four rooms. Each plate turns it a quarter.

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#34 Night Patrol

Two guards walk the ring. Let them pass, keep moving.

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#35 Three Seals

Each seal wants more gems than the last.

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#36 Stop the Wheel

The plate stops the wheel for a moment. Go now.

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#37 Sluice

Enter the lock, flip the lever, leave the other way.

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#38 Hornets

A nest on every wall. Hug the other one.

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#39 Control Room

Four wings, four doors, one booth. Plan each raid.

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#40 Trial by Fire

Door, wheel, nest, relic. Then all of it again, chased.

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#41 Red Door

A door in its own light is glass. Light the next one.

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#42 Two Rings

Run into one ring, come out of the other.

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#43 Lantern Light

Some gems only exist in the light. Follow the lantern.

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#44 Paint the Lamp

Tint your lamp. Gems appear only in their own colour.

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#45 Purple

Red and blue together make the middle door purple.

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#46 Leapfrog

Three walls, three hops. Land running.

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#47 Sweep Light

The doors are glass only while the beam is on them.

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#48 Points

One ring, three destinations. The dials choose.

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#49 Palette

Colours add up. Mix the lamp, wash it, mix again.

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#50 Stained Glass

Six doors, three lamps. Each door has one recipe.

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#51 Escape Hatch

The exit has no door. Earn the ring that leads in.

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#52 Lantern Bearer

Catch the lantern and walk in its light.

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#53 Traffic Lights

Red, green, red. Set the lamps to the door ahead.

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#54 Hall of Mirrors

Four rooms, four rings, one loop. Keep your bearings.

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#55 Pitch Dark

You can see two steps ahead. Find the lamps.

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#56 Kaleidoscope

Two lanterns, three doors, three different moments.

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#57 Harbour

The dials move the far ring between the docks.

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#58 Lamp and Lock

Your lamp finds the gems. Only a room lamp opens a wall.

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#59 Relay Beacon

Lamp, wall, beacon, ring, lamp, wall. In that order.

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#60 Observatory

Two lanterns, three doors, one dark wing. Watch the sky.

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#61 Current

The river carries you east. Aim upstream to cross.

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#62 Tailwind

Ride the wind past the nest. Never walk into it.

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#63 Sorting Office

Parcels ride the belt. The ring files you into a bin.

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#64 Baggage Claim

Ride the carousel the right way. The guard cannot.

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#65 Spotlight

The gems live in the spotlight. So does the hound.

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#66 Colour Cannon

The chute fires you upstairs. Then read the lamps.

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#67 Lockdown

Go with the flow and it never catches you.

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#68 Tide Pool

Two currents, one moon, pearls only in its light.

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#69 Signal Box

Pick a track, ride the belt, beat the door. Return slowly.

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#70 Nightshift

Guards on the outer aisles, belts on the inner. Lights out.

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#71 Furnace

Enter the draught as the lamp arrives. Crawl through.

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#72 Circuit

Each lever opens the next link and cuts the last.

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#73 Wind Tunnel

Two gales, both one-way. Ride them; never turn back.

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#74 Aviary

The birds cannot ride the wind. You can.

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#75 Spectrum Run

Paint, collect, press, run. Three lanes, three colours.

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#76 Crossfire

Weave past the nests on the belt. Tiptoe past the bird.

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#77 Lighthouse Keeper

Three doors on the beam. The south one is his.

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#78 Rail Yard

Ride the track ahead of the engine. Never meet it.

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#79 Labyrinth of Light

A dark maze. Light rooms, open the red wall, earn the ring.

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#80 Grand Finale

Everything, then home. The relic wakes it and opens the way.

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#81 Sunken Garden

The fences fell centuries ago, the gems stayed

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#82 The Aqueduct

The water is long gone, the gates still work

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#83 The Cistern

Something down here is still turning

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#84 The Stairwell

The bottom step leads back to the top

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#85 The Procession

The offerings are still doing their rounds

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#86 The Breathing Hall

The columns have not stopped breathing

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#87 Smooth Drift

Collect the gems as fast as you can

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#88 Four Walls

A walled arena - no edges to slip through. Gather every gem, then slide out.

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#89 Pillars

Open ground with a few standing pillars. Weave between them and bank the points.

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#90 Mind the Gaps

A ring of walls with narrow openings. Slip through the gaps to clear every gem.

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#91 The Corridor

A tight, snaking corridor - sharp turns all the way to the exit.

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#92 Sliding Doors

Walls slide up and down across the lane. Time your dash through the gaps.

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#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.

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#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.

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#95 The Turnstile

A four-armed cross sweeps the arena. Dart in for the inner gems between passes, grab the rest outside.

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#96 Crossroads

Four quadrants, one central crossing. Sliding walls and pillars guard the points.

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#97 Open Sesame

Hit the pad to drop the wall, then dart past the spinning triangle to clear the room.

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#98 Breadcrumbs

Two blocks trace figure-eights across the field. Read their crossings and gather every breadcrumb.

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#99 The Cave

Something glimmers in the dark…

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#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.

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#101 Quick, the Door!

Each pad opens its door for a beat, then it slams. Arm, rush the gap, dodge the sweep, repeat.

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#102 Shift

One lever shifts the whole bank of panels. Weave in, throw the lever, and the maze rearranges for the way back.

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#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.

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#104 Turbine

Dance around the spinning cross for the outer gems, then dive into the eye of the storm for the last two.

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#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.

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#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.

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#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.

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#108 True Colours

Each gem only shows under its own colour of light. Learn the palette and cross the spinning star between zones.

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#109 First Dark

Only your own glow lights the way. Feel out the bends, gather the gems, find the exit.

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#110 Lighthouse

A beam orbits the dark. Snatch each gem the moment the light reaches it - outer ring then inner.

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#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.

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#112 The Riverbed

Follow the water…

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#113 Blackout Maze

A real maze in near-total darkness. Feel your way through the branching corridors, gather every gem, and the exit appears.

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#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.

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#115 Patrol

Patrolling lights drift through the dark. Ride their glow to reach the gems.

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#116 Hidden Door

The exit hides in the dark. Light it from the pad, then make your way over.

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#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.

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#118 Spectrum

Every trick of the light at once - colours to match, a beam to chase, dark to cross.

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#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.

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#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.

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#121 Trail of Light

The path lights up one stretch at a time. Hit each pad to extend the trail forward.

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#122 Window of Time

Breathing pillars choke the lane in the dark. The sweeping light shows which gap is open - go on the beat.

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#123 The Combination

Three colours lock the vault. Light them all to claim the rich payload inside.

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#124 Gauntlet

Sliding walls, drifting lights, locked gates - run the gauntlet against the clock.

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#125 The Catacombs

A vast, pitch-black labyrinth. Feel your way through endless branching corridors, collect every gem, and the way out reveals itself.

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#126 Final Sprint

A long dark straight, gates on the run, boost wide open. Chase the perfect lap.

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#127 The Drift

A wide playground of every mechanic at once. Flow through it and gather it all.

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#128 Serpent Drift

The final drift. Dark chambers, colour locks, timed gates - everything you have learned.

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#129 Radar

The sweeping beam unlocks the gates - ride the light

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#130 Will-o'-the-Wisp

Only the wisp's glow makes the gems real - follow it through the marsh

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#131 Switchyard

The lever decides which portal is powered

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#132 Green Wave

Trip the wave and ride the rolling green lights - or crawl the mud detour

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#133 Gallery Heist

Grab the keys, crack the vault - and survive the alarm

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#134 Colour Mixer

Red plus blue makes purple - bring the wandering light to the right lamp

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#135 Darkroom

Tint your headlamp at the stations - each gem only shows its true colour

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#136 Tides

The tide gates breathe on their own rhythm - slip through at low tide

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#137 Clockwork

Three spinning rings, one heartbeat - wait for the gaps to line up

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#138 Edge of the World

No walls out here - the world wraps around the edge

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#139 Matador

Bait the bull's charge, then slip past - the middle gems are the provocation

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#140 Pistons

The presses slam shut on their own beat - dash through between strokes

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#141 Tollgates

Each gate demands a bigger toll of gems - earn your way in

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#142 Rush Hour

Traffic never stops - cross the lanes between the bumpers

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#143 Slipstream

No walls east or west - ride the fast water and lap the world

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#144 The Hive

Narrow lanes through the comb - don't wake the wasps

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#145 Cherry Picking

Not every gem is worth the risk - pick your prizes and hit the score

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#146 Wormholes

Four sealed rooms, three wormholes - the only way out is through

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#147 Graveyard Shift

Gems glow only by torchlight - and something drifts between the graves

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#148 Prism Lock

Each gate wants an exact two-colour mix - a third lamp spoils it to white

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#149 Relay

One lever opens what another shuts - work the locks in the right order

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#150 The Tumbler

Keys and cranks spin the two vault rings - line up both mouths, then dive in

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#151 The Grand Tour

Everything you've learned on one long road - see the sights and make it home

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#152 Demo Sandbox

Test level with every new mechanic.

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#153 Conjunction

Two moons circle the vault - a door only opens where they meet

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#154 The Ferryman

Dial a shore on the pads, then step through - the wormhole goes where you send it

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#155 Pilgrimage

Every shrine you clear awakens the next gate

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#156 Cave-in

The tunnel seals itself behind you - there is only forward

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#157 Train Robbery

Ride against the traffic, loot the wagons - and mind the locomotive

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#158 Wolfpack

Two hunters share the moor - never let them box you in

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#159 Meteor Shower

Cross the field between the falling stars

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#160 Constellation

Pitch black - follow the glow of the next star

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#161 Eye of the Needle

A thread-thin passage - steady hands only

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#162 Serpentine

Pure flow - lean into the bends and ride the current

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#163 Pearl Diver

Shore gems are free - every pearl costs you time underwater

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#164 Switchboard

Four levers, eight cells - each opens one door and shuts its twin

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#165 Accordion

The lanes breathe - slip through on the exhale

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#166 Pinball

Bumpers, side lanes and a table that wants you out

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#167 Ant Hill

Narrow galleries, busy shafts - yield to the workers

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#168 Blink

It never stops hunting - the wormholes are your only breather

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#169 The Ford

Bridges beat swimming - when the right one is down

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#170 Fireflies

The gems wake only in a firefly’s glow - walk with them

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#171 Carousel

Every gem rides a wheel with a counterweight right behind it

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#172 Nesting Dolls

Three shells, three sliding doors - line up a way to the core

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#173 Phase Shift

One switch turns the world red or green - walls open under their own colour

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#174 Twin Lanterns

Each hall’s lantern is lit from the other one - keep crossing

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#175 The Lens

Where red and blue overlap, purple wakes the gems - travel with the lens

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#176 Demolition

Five charges, five sealed slots - blast open your own shortcut

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#177 Nest Raid

Every gem has a sleeping guard - every theft wakes one more

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#178 Phantom Walls

The whole maze blinks in and out - move on the off-beat

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#179 Whirlpool

Rings of racing and dragging water - spiral your way to the middle

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#180 Assembly Line

Cross the conveyor circuits between the moving crates

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#181 Ferris Wheel

Snatch each gondola as the spokes sweep past

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#182 Lantern Relay

Two lanterns take turns along the road - always travel with the glow

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#183 Short Circuit

Some corridors cut the lights the moment you enter - study them first

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#184 Time Trial

A clean oval at full throttle - just you and the clock

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#185 Checkerboard

Fast squares, slow squares - move like a rook, not a pawn

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#186 Offbeat

Three crusher rhythms, none in step - dance through on the offbeat

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#187 Fairy Lights

Every gem you take lights the next station down the string

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#188 Terraces

Climb the water steps - sprint the rapids, wade the shallows

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#189 Expedition

Four wild corners of one big map - plan your route by campfire light

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#190 The Sunken Temple

Ride the weir, open the prism vault, rob the nest - then earn the fast way home

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#191 The Warden

The warden never sleeps, but it does lose interest.

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#192 The Millrace

Ride the race down, then climb back against the current.

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#193 The Orrery

Every door answers to a colour. Travel with the light.

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#194 Shark Reef

Grab the pearl, let the current carry you clear.

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#195 Ghost Ship

Ring the bell and the crew fades for a few breaths.

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#196 Hourglass

The sand is closing every door. Get through first.

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#197 The Gorge

One canyon, one way down. Pick your branch at the fork.

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#198 The Hound

It never stops and never tires. It just turns wide.

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#199 Roundhouse

The turntable sends you into one stall at a time. Clear it to be sent on.

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#200 Countdown

Touch the pad and the far door opens. You have until it shuts.

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#201 Rapids

Forty seconds of white water. The gems are just bragging rights.

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#202 Möbius

No walls at the edges. The short way round is usually off the screen.

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#203 Dominoes

Every gem swings one gate open and one gate shut behind you.

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#204 Ouroboros

Every gem makes you longer. The rooms do not grow with you.

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#205 Downhill

Everything here rolls downhill. Including you.

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#206 Headwind

The wind never slows the hawk. It only slows you.

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#207 Nightfall

Every gem you take, the light dies a little more.

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#208 Crosscurrent

Every crossing carries you downstream. Aim above your mark.

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#209 The Chutes

Every chute is one-way. Clear the shelf before you drop.

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#210 Escalators

One stair runs up, one runs down. Change lanes between them.

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#211 Merry-go-round

Two spinning floors. Step on and go where they go.

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#212 Riptide

Ride the rip out. Come back between them, never against.

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#213 Gears

Five wheels, one rhythm. Slip between the teeth.

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#214 Windmills

The wind speeds you into the blades. Time it or fight it.

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#215 Clock Tower

The hands sweep the face. Take the gems between beats.

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#216 Venetian

The blinds open in a wave. Ride it out and fight it back.

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#217 Sawtooth

Each blade sinks slowly and resets in a blink. Go on the blink.

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#218 Cannonball

Step into the barrel. The current does the rest.

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#219 Sweeper

Two brooms, two lanes. Change lanes before yours arrives.

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#220 Far Side

It hunts in straight lines. The world is round.

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#221 Airlock

Two doors, never both open. Wait inside.

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#222 Sushi Bar

The plates ride the belt. So can you.

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#223 The Drain

Everything here circles the drain. Don't reach it.

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#224 Slalom

Thirty seconds down the mountain. Seven gates, one line.

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#225 Coil

Wind in along the wall. Wind out beside yourself.

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#226 Undertow

The surface takes you east. The deep lane brings you back.

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#227 Treadmill

The belts run against you. Only a full sprint gets you up.

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#228 Second Wind

A floor chip refills your boost before the second belt.

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#229 Sprint Relay

Three gates on one bar, with a refill hidden in each corner.

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#230 Long Dash

Fifteen seconds of hall, and every chip buys more sprint.

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#231 Rotor Sprint

Two rotors whose gap is only wide enough at full sprint.

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#232 Hound Ring

It is faster than you, but not faster than your sprint.

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#233 Shed

Long snake, small rooms, and a chip that sheds the tail.

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#234 Closets

Three dead-end closets: shed your tail first, or swing wide.

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#235 Gluttony

Sixteen gems grow a long snake that two pillars punish.

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#236 Tail Eater

Force the gate, then lap the coil without biting your tail.

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#237 Full Kit

Gate, rotor, hound and knot, and every chip is a detour.

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#238 Faulty Wiring

Every lever flips more than one lamp. Plan ahead.

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#239 Minecart

The rails only run one way. Set the points first.

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#240 Midnight Arcade

Four ghosts, four power pads. The tunnel is yours.

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#241 Three Laps

Same circuit, three laps. It changes every time round.

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#242 Parking Garage

Every bus has its own switch. Park them out of the way.

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#243 Waterworks

Turn the valves, join the pipes, follow the water in.

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#244 The Colossus

Three weak points, three phases. It gets angrier.

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#245 Night Golf

Five holes under the lamps. Mind the windmill.

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