Map route

Room 1 selected

Room 1

Section seeds remaining 65,536 100% of seed space
Distinct layouts Loading bundled index
Rare room still ahead Across remaining seeds
Add rooms or map evidence to narrow the candidates.
Quick guide

How to map a section

One minimap section at a time

Area 1 and Area 2 are separate searches. When a teleporter loads a fresh minimap, choose Next section and start a new route.

Build the route

Tap a room on the minimap to select it — everything you can report about it appears in the room panel beside the map. Tap one of the + ports on its sides to place the next connected room there. Select an older room to branch from it instead. The blue starting-teleporter square is always drawn as ENTRY; Room 1 is the room past it, so never re-enter the teleporter room. Remove a selected leaf with its × button, and tap ENTRY to move it to a free side of Room 1.

Corridors do most of the work

Placing a room opens that corridor's barrier button straight away. It cycles ? unknown, combat seal, 1 one-keycard gate, 2 two-keycard gate and no barrier. This is the strongest single piece of evidence: a fully drawn route without barriers usually leaves a dozen or more possible maps, while the same route with its barriers recorded almost always lands on one. Combat seals are by far the most common, so a plain open corridor is especially informative.

Count the corridors you can see

The minimap shows every corridor leaving a room you have entered, and which walls have none at all. The room panel lists all four walls: set each to a solid wall or to the barrier on its corridor. This is where most of the early narrowing comes from — reporting every wall of the first three rooms cuts a typical search from about 12,000 candidates to about 100. Walls you report as solid stop offering a + port, and the onward corridor count is worked out for you. Once a room has no onward corridors it is a dead end, which reveals an area exit row — the room holding the exit teleporter is always a dead end, and answering that alone identifies most maps a room or two sooner.

Flag a rare room the moment you see one

The selected room's button records whether it is a rare room. Only about 8% of seeds contain one at all, so this is the single most powerful thing you can tell the scout: confirming one typically removes around 99% of the remaining candidates in a single tap. It is worth nothing until you actually walk into one, so leave it alone until you do. Marking a room as not rare is also accepted, but it barely moves the numbers.

Let it tell you what to check

Below the counters the scout names the single unknown that would cut the candidate list the most, along with the numbers. Keycard pickup positions are not in the seed index, so the scout never asks for them, and rare rooms are a prediction rather than an input, though you can confirm one on the room panel — only about 8% of maps contain a rare room, so saying you found one is the single most decisive thing you can tell the scout.

Layout versus seed

One exact layout can still have several equivalent internal seeds. When that happens, no additional map evidence can distinguish those seed values. Hidden room-number permutations are collapsed into one visible layout.

Compare the final candidates

Confirmed rooms are always solid. At ten or fewer distinct layouts the canvas shows one complete candidate ghost; use its numbered strip or arrows to compare every visible layout. Equivalent internal seeds are not repeated, and switching previews changes nothing about your observations. Above that, once 200 or fewer candidates remain, translucent frontier rooms show where the next room is likely to be, brighter meaning more remaining seeds agree. While more than 200 candidates remain no ghosts are drawn — the possibilities are spread too thinly to point anywhere.