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These tools connect directly to Charge, protection, objectives, detection, and Final Phase.

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Artwork variants are grouped into one meaning so color and state variants do not masquerade as separate mechanics.

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Showing 5 of 147 concepts11 categories
World markers

High Striker

The hammer skill-check objective.

Complete its timing sequence to activate a zipline or upward route.
HUD indicators

Hammer speed

A temporary speed bonus to the High Striker hammer interaction.

A positive buff icon; it remains visible while the bonus is active.
HUD indicators

Skill-check cursor

The moving pointer used to time a High Striker input.

Use the pointer and color zones to time the hammer sequence; successful checks advance the objective.
2 variants
HUD indicators

Skill-check target

The timing ring / target zone for a High Striker input.

Use the pointer and color zones to time the hammer sequence; successful checks advance the objective.
5 variants
HUD indicators

Objective progress

Progress backgrounds and meters for the High Striker sequence.

Use the pointer and color zones to time the hammer sequence; successful checks advance the objective.