Amusement Hall is one of the decoded modular room families. Its four floor variants expose objectives and route clues, but not live selection probability.

Package

Current values

Values are shown exactly where the installed build exposes them. Unknown runtime behavior stays unknown.

Decoded floor variants
4
Package
Live selection odds
Unknown
Not exposed
01

How it works

Amusement Hall can fill its decoded procedural slot as a four-floor room family. Each floor carries its own objective and route actors.

02

Interactions & counters

Room objectives interact with carried keys, cogs, traversal items, Hunter control, and the team’s current route.

03

Practical use

Call the room name and floor number together so teammates know both the landmark and the active objective variant.

Amusement Hall objectives

These are decoded objective and route summaries, not wall-accurate tactical maps.

Floor 1Package

Traincart + High Striker gate

Route
One Bunny powers the traincart while another rides; the High Striker is a second route.
Use or limitation
Traincart needs coordination; the High Striker gate is not documented as bypassable.
Floor 2Package

Cannon + gate

Route
Reach and operate the Cannon to launch a Bunny upward.
Use or limitation
Balloon around the gate, or a team Rope if its anchor spawns on the cannon side.
Floor 3Package

High Striker + checkpoint gate

Route
Open the objective gate and the checkpoint back toward floor two.
Use or limitation
No reliable bypass documented.
Floor 4Package

Grand Door · 2 cogs

Route
Power the exit gate and escape.
Use or limitation
The final gate requires its mechanisms.