Switches cause effects to happen when hit. They may activate other puzzle elements or laser bridges, open doors, or cause chests to spawn.
The basic switch. Must be hit with a Ball or Melee attack to activate. Has two identical-looking variations, timed switches which deactivate shortly after being hit and group switches which turn yellow when hit and must all be hit in a short period of time to activate them.
This switch must be hit several times in quick succession to activate. Charged Balls are not fast enough, so it can't be activated from around a corner.
This switch has two settings, and toggles back and forth between them with each hit.
Activated by stepping on it. Some activate permanently, while others must be held down, either by Lea or by a Block.
These puzzle elements are used to build puzzles in which a charged Ball must be bounced.
In order to activate a Bounce Switch, a single Ball must bounce off all associated Bounce Blocks and then hit the switch.
An angled block that can be summoned and removed. Used to direct Charged Balls around corners.
Directional Ball Changer
These devices change the direction of travel of any Balls that pass through them.
Slowing Ball Changer
These devices greatly reduce the speed of any Balls that pass through them.
Cancelling Ball Changer
These devices cancel any effects on Balls that pass through them.
Elemental Ball Changer
These devices change any Ball that passes through them to their corresponding element.
An elemental Ball shot into an Elemental Pole will come out of the other orb, allowing Balls to be redirected to another level. The pole will be infused with that element for a short period or until shot again. A Heat-infused Pole will attract Pada Moths.
A Pole Switch activates when all associated Elemental Poles and Elemental Knobs are hit with a single Ball of the corresponding element. The Switch deactivates when one of the Poles or Knobs is activated again.
Temporary barriers that restrict the player's movement.
A wall that blocks everything. It is possible to walk on top of these, but this feature hasn't been used for puzzles since the TechDemo
Similar to the Blue Wall, but Balls can pass through an Orange Wall, allowing switches on the other side of it to be activated.
A variation on the Blue Wall, typically used for surprise combat or over pits where the Wall's obvious base is not desired.
A Gate version of the Orange Wall, this will let Balls pass through it.
A gate that throws back anyone unauthorized who tries to pass through it. Typically used to prevent sequence breaking, but also blocks shortcuts, forcing players to reach the other side to unlock them.
Platforms that can move or disappear. May have another puzzle element on top of them.
Vertical Moving Block
A large block that is controlled by switches to move up and down.
Horizontal Moving Block
A large block that is controlled by switches to move back and forth.
A platform that moves along a predefined path. May be stopped or started by switches.
A small laser bridge that can be summoned and removed by switches. Full laser bridges are also occasionally activated by switches, but the smaller Laser Causeways are much more frequently so.
When stepped on, a Mine Cart will move along the Cart Track until it reaches the end. If a Mine Cart is unlocked but at the far end of the Cart Track, a Ghost Cart will appear instead. Stepping on it will summon the Mine Cart.
Switches between two Cart Tracks, changing the path the Mine Cart will follow when activated.
These cover the floor in an area of the room, and have special effects.
A slippery surface; causes the player to have difficulty stopping and maneuvering.
The player slowly sinks into it, taking damage if they disappear completely.
Acts similar to water or a bottomless pit, damaging and respawning anyone who falls into it. However, dropping a Frozen Bubble in the Lava will create a short-lived platform that can be used to cross it.
Standing on a Key Panel while holding a dungeon key will let you shoot key-shaped Balls. Hitting a Key Door or the metal pillar of a Key Wall with these Balls will destroy it, consuming the dungeon key.
Boss Key Panel
The golden version of the Key Panel and Key Door work with the dungeon master key and give access to the boss.
These puzzle objects can be found on object spawners, or created by enemies.
Bombs can be found on Bomb Spawners, and are also created by Kamikatzes and the X01 Driller H.F.S. When first hit (or immediately for the ones spawned by Kamikatzes), the Bomb is activated, and bounces forward a short distance. If hit again, or after a short delay, it explodes, damaging any nearby players or enemies. If hit by a Heat attack before or after activation, the Bomb will streak forward in a straight line, detonating when it hits an object.
Bubbles can be found on Bubble Spawners, and are also created by Trijellys and the Master Magmoth. Bubbles can be knocked around by hitting them with normal attacks. Heat attacks will cause them to explode in a cloud of steam, which damages players and enemies caught in it and activates fans. Bubbles spawned by enemies will home in on the player and explode automatically after a few seconds delay. A Cold attack will turn the Bubble into a Frozen Bubble. Bubbles flash and then disappear after being onscreen for a short length of time.
This variation on the bubble moves quickly in a straight line, ricocheting on walls when hit. It can be used to freeze Water Blocks, disable Flame Vents and activate Steam Furnaces, and will create a temporary platform if dropped into Lava.
A larger version of the standard Destructible Crate. May take multiple hits to destroy.
Can only be destroyed from the unarmored side.
Can only be destroyed with Heat-elemental attacks. A variation found only in the deep Temple Mine can never be fully destroyed, and respawns shortly after destroying it.
Can only be destroyed by a Bomb. May hide enemies.
A Stone Wall that hides a door.
Knocks the player back if they hit it, and damages them if they fall into it. Heat attacks will destroy it, while Cold attacks and Frozen Bubbles will freeze it, making it reflect (non-Heat) Balls and allowing the player to stand on it. In both cases, it returns to normal after a short period.
A panel in the floor that activates a switch effect when the displayed number of enemies are defeated. Some of them cause new enemies to spawn on reaching predefined thresholds, allowing for gauntlet-type challenges.
Links a switch to the object it affects. The dotted versions, used in dungeons, light up when the switch is active.
Used in a parkour challenge. Passing through a checkpoint causes the next to appear. Passing through them all completes the challenge.
An unkillable version of the Rhombus Turret Deals next to no damage, but its knockback is dangerous while platforming.
This page was last edited on 30 September 2016, at 03:20.
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