Carousel 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

Carousel 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.

Carousel objectives

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

Floor 1Package

Cog gate

Route
Open the floor gate and identify both generated wings.
Use or limitation
No documented fixed bypass.
Floor 2Package

High Striker + gate

Route
Complete the hammer check to enable the vertical route.
Use or limitation
Balloon can reach the objective side without spending a cog.
Floor 3Package

High Striker + gate

Route
Use the High Striker route toward floor four.
Use or limitation
Balloon, or the short path around the gate on some seeds.
Floor 4Package

No center exit

Route
Scavenge cogs/items, then rotate to a wing's Grand Door.
Use or limitation
The center is a rotation hub, not an extraction room.