Performance 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

Performance 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.

Performance Hall objectives

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

Floor 1Package

High Striker gate · Jack stage

Route
Use the stage landmark and complete the High Striker route.
Use or limitation
Balloon or trampoline can bypass the gate.
Floor 2Package

Double-gate stairs

Route
Open the staircase route toward floor three.
Use or limitation
No documented bypass; two cogs may be required.
Floor 3Package

Ferris Wheel + lever + tightrope

Route
Pull the lever, then reach and ride the Ferris Wheel.
Use or limitation
Balloon can replace the tightrope crossing.
Floor 4Package

Grand Door · 2 cogs

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